diff --git a/translation/work/bodypart_words_wk.txt b/translation/work/bodypart_words_wk.txt new file mode 100644 index 0000000..5c2d878 Binary files /dev/null and b/translation/work/bodypart_words_wk.txt differ diff --git a/translation/work/bot_names.txt b/translation/work/bot_names.txt new file mode 100644 index 0000000..7ef1b7c Binary files /dev/null and b/translation/work/bot_names.txt differ diff --git a/translation/work/career_words_wk.txt b/translation/work/career_words_wk.txt new file mode 100644 index 0000000..1efc3ef Binary files /dev/null and b/translation/work/career_words_wk.txt differ diff --git a/translation/work/characteristic_words_wk.txt b/translation/work/characteristic_words_wk.txt new file mode 100644 index 0000000..9cac57f Binary files /dev/null and b/translation/work/characteristic_words_wk.txt differ diff --git a/translation/work/classificationtype_words_wk.txt b/translation/work/classificationtype_words_wk.txt new file mode 100644 index 0000000..8ef65f5 Binary files /dev/null and b/translation/work/classificationtype_words_wk.txt differ diff --git a/translation/work/creature_words_wk.txt b/translation/work/creature_words_wk.txt new file mode 100644 index 0000000..c0a62e8 Binary files /dev/null and b/translation/work/creature_words_wk.txt differ diff --git a/translation/work/damagetype_words_wk.txt b/translation/work/damagetype_words_wk.txt new file mode 100644 index 0000000..5a0f465 Binary files /dev/null and b/translation/work/damagetype_words_wk.txt differ diff --git a/translation/work/ecosystem_words_wk.txt b/translation/work/ecosystem_words_wk.txt new file mode 100644 index 0000000..14bf389 Binary files /dev/null and b/translation/work/ecosystem_words_wk.txt differ diff --git a/translation/work/faction_words_wk.txt b/translation/work/faction_words_wk.txt new file mode 100644 index 0000000..9d36b41 Binary files /dev/null and b/translation/work/faction_words_wk.txt differ diff --git a/translation/work/item_words_wk.txt b/translation/work/item_words_wk.txt new file mode 100644 index 0000000..986df76 Binary files /dev/null and b/translation/work/item_words_wk.txt differ diff --git a/translation/work/job_words_wk.txt b/translation/work/job_words_wk.txt new file mode 100644 index 0000000..1a93ea5 Binary files /dev/null and b/translation/work/job_words_wk.txt differ diff --git a/translation/work/outpost_words_wk.txt b/translation/work/outpost_words_wk.txt new file mode 100644 index 0000000..131383f Binary files /dev/null and b/translation/work/outpost_words_wk.txt differ diff --git a/translation/work/phrase_wk.txt b/translation/work/phrase_wk.txt new file mode 100644 index 0000000..a99b234 --- /dev/null +++ b/translation/work/phrase_wk.txt @@ -0,0 +1,36 @@ +#include "phrases/phrase_test_wk.txt" +#include "phrases/generic_missions_wk.txt" +#include "phrases/emotes_wk.txt" +#include "phrases/encyclopedia/phrase_ency_wk.txt" +#include "phrases/rites/phrase_rites_wk.txt" +#include "phrases/whoami_wk.txt" +#include "phrases/named_items_wk.txt" +#include "phrases/phrase_wk.txt" +#include "phrases/mission_test_wk.txt" +#include "phrases/nbland_missions.txt" +#include "phrases/generic_task_phrases_wk.txt" +#include "phrases/phrase_combat_wk.txt" +#include "phrases/phrase_forage_wk.txt" +#include "phrases/phrase_death_wk.txt" +#include "phrases/phrase_magic_wk.txt" +#include "phrases/phrase_xpgain_wk.txt" +#include "phrases/phrase_faction_wk.txt" +#include "phrases/phrase_loot_wk.txt" +#include "phrases/phrase_ring_wk.txt" +#include "phrases/phrase_target_wk.txt" +#include "phrases/phrase_inventory_wk.txt" +#include "phrases/phrase_sphrase_wk.txt" +#include "phrases/phrase_misson_wk.txt" +#include "phrases/phrase_craft_wk.txt" +#include "phrases/phrase_effect_wk.txt" +#include "phrases/phrase_team_wk.txt" +#include "phrases/phrase_exchange_wk.txt" +#include "phrases/phrase_zone_wk.txt" +#include "phrases/phrase_power_wk.txt" +#include "phrases/phrase_lift_wk.txt" +#include "phrases/phrase_enchantment_wk.txt" +#include "phrases/phrase_guild_wk.txt" +#include "phrases/phrase_outpost_wk.txt" +#include "phrases/phrase_pvp_wk.txt" +#include "phrases/phrase_fame_wk.txt" +#include "phrases/phrase_animal_wk.txt" diff --git a/translation/work/phrases/emotes_wk.txt b/translation/work/phrases/emotes_wk.txt new file mode 100644 index 0000000..68939c7 --- /dev/null +++ b/translation/work/phrases/emotes_wk.txt @@ -0,0 +1,3050 @@ +/** Emotes */ + +EMOTE_ABSENTMINDED_TARGET (entity a, entity t) +{ + emote_absentminded_target [&EMT&$a$ forgot, $t$.] +} +EMOTE_ABSENTMINDED_NOBODY (entity a) +{ + emote_absentminded_nobody [&EMT&$a$ seems like s/he is about to do something, but isn't sure what.] +} +EMOTE_ABSENTMINDED_SELF (entity a) +{ + emote_absentminded_self [&EMT&$a$ forgot something. Just doesn't know what.] +} +EMOTE_ADVENTUROUS_TARGET (entity a, entity t) +{ + emote_adventurous_target [&EMT&$a$ wants to go adventuring with $t$.] +} +EMOTE_ADVENTUROUS_NOBODY (entity a) +{ + emote_adventurous_nobody [&EMT&$a$ needs someone to adventure with!] +} +EMOTE_ADVENTUROUS_SELF (entity a) +{ + emote_adventurous_self [&EMT&$a$ is off on another adventure!] +} +EMOTE_AGGRESSIVE_TARGET (entity a, entity t) +{ + emote_aggressive_target [&EMT&$a$ gets in $t$'s face.] +} +EMOTE_AGGRESSIVE_NOBODY (entity a) +{ + emote_aggressive_nobody [&EMT&$a$ looks ready to start something.] +} +EMOTE_AGGRESSIVE_SELF (entity a) +{ + emote_aggressive_self [&EMT&$a$ isn't in the mood to back down.] +} +EMOTE_AGREE_TARGET (entity a, entity t) +{ + emote_agree_target [&EMT&$a$ agrees with $t$.] +} +EMOTE_AGREE_NOBODY (entity a) +{ + emote_agree_nobody [&EMT&$a$ appears to be agreeable.] +} +EMOTE_AGREE_SELF (entity a) +{ + emote_agree_self [&EMT&$a$ agrees with him/herself, so there's no argument.] +} +EMOTE_ALERT_TARGET (entity a, entity t) +{ + emote_alert_target [&EMT&$a$ alerts $t$.] +} +EMOTE_ALERT_NOBODY (entity a) +{ + emote_alert_nobody [&EMT&$a$ puts everyone on alert.] +} +EMOTE_ALERT_SELF (entity a) +{ + emote_alert_self [&EMT&$a$ notifies him/herself of something important.] +} +EMOTE_ALTRUIST_TARGET (entity a, entity t) +{ + emote_altruist_target [&EMT&$a$ is impressed at $t$'s generous nature.] +} +EMOTE_ALTRUIST_NOBODY (entity a) +{ + emote_altruist_nobody [&EMT&$a$ provides for everyone.] +} +EMOTE_ALTRUIST_SELF (entity a) +{ + emote_altruist_self [&EMT&$a$ shares liberally without taking any for him/herself.] +} +EMOTE_AMAZED_TARGET (entity a, entity t) +{ + emote_amazed_target [&EMT&$a$ finds $t$ never fails to amaze.] +} +EMOTE_AMAZED_NOBODY (entity a) +{ + emote_amazed_nobody [&EMT&$a$ looks around, amazed.] +} +EMOTE_AMAZED_SELF (entity a) +{ + emote_amazed_self [&EMT&$a$ ends up amazing him/herself.] +} +EMOTE_AMBIVALENT_TARGET (entity a, entity t) +{ + emote_ambivalent_target [&EMT&$a$ indicates to $t$ it doesn't really matter.] +} +EMOTE_AMBIVALENT_NOBODY (entity a) +{ + emote_ambivalent_nobody [&EMT&$a$ doesn't have a preference.] +} +EMOTE_AMBIVALENT_SELF (entity a) +{ + emote_ambivalent_self [&EMT&$a$ could go either way.] +} +EMOTE_AMUSED_TARGET (entity a, entity t) +{ + emote_amused_target [&EMT&$a$ finds $t$ amusing.] +} +EMOTE_AMUSED_NOBODY (entity a) +{ + emote_amused_nobody [&EMT&$a$ is amused.] +} +EMOTE_AMUSED_SELF (entity a) +{ + emote_amused_self [&EMT&$a$ amuses him/herself.] +} +EMOTE_ANGRY_TARGET (entity a, entity t) +{ + emote_angry_target [&EMT&$a$ is quite angry at $t$.] +} +EMOTE_ANGRY_NOBODY (entity a) +{ + emote_angry_nobody [&EMT&$a$ frowns, clearly angry.] +} +EMOTE_ANGRY_SELF (entity a) +{ + emote_angry_self [&EMT&$a$ can't believe s/he did that, and is so angry at him/herself.] +} +EMOTE_ANNOYED_TARGET (entity a, entity t) +{ + emote_annoyed_target [&EMT&$a$ is annoyed at $t$.] +} +EMOTE_ANNOYED_NOBODY (entity a) +{ + emote_annoyed_nobody [&EMT&$a$ is annoyed.] +} +EMOTE_ANNOYED_SELF (entity a) +{ + emote_annoyed_self [&EMT&$a$ annoys everyone, including him/herself.] +} +EMOTE_APATHETIC_TARGET (entity a, entity t) +{ + emote_apathetic_target [&EMT&$a$ knows how $t$ feels, just doesn't seem to care much.] +} +EMOTE_APATHETIC_NOBODY (entity a) +{ + emote_apathetic_nobody [&EMT&$a$ doesn't care.] +} +EMOTE_APATHETIC_SELF (entity a) +{ + emote_apathetic_self [&EMT&$a$ attempts to muster up a bit of care, and fails.] +} +EMOTE_APPROVE_TARGET (entity a, entity t) +{ + emote_approve_target [&EMT&$a$ gives $t$ his/her approval.] +} +EMOTE_APPROVE_NOBODY (entity a) +{ + emote_approve_nobody [&EMT&$a$ approves. Thumbs up!] +} +EMOTE_APPROVE_SELF (entity a) +{ + emote_approve_self [&EMT&$a$ gives him/herself a seal of approval.] +} +EMOTE_ARROGANT_TARGET (entity a, entity t) +{ + emote_arrogant_target [&EMT&$a$ detects a bit of arrogance in $t$, perhaps?] +} +EMOTE_ARROGANT_NOBODY (entity a) +{ + emote_arrogant_nobody [&EMT&$a$ can't believe people can be so arrogant.] +} +EMOTE_ARROGANT_SELF (entity a) +{ + emote_arrogant_self [&EMT&$a$ is unstoppable.] +} +EMOTE_ASHAMED_TARGET (entity a, entity t) +{ + emote_ashamed_target [&EMT&$a$ is ashamed of $t$.] +} +EMOTE_ASHAMED_NOBODY (entity a) +{ + emote_ashamed_nobody [&EMT&$a$ is ashamed of all of you!] +} +EMOTE_ASHAMED_SELF (entity a) +{ + emote_ashamed_self [&EMT&$a$ is ashamed of him/herself.] +} +EMOTE_BELLIGERENT_TARGET (entity a, entity t) +{ + emote_belligerent_target [&EMT&$a$ is wearied by $t$'s belligerent disposition] +} +EMOTE_BELLIGERENT_NOBODY (entity a) +{ + emote_belligerent_nobody [&EMT&$a$ looks ready for a fight.] +} +EMOTE_BELLIGERENT_SELF (entity a) +{ + emote_belligerent_self [&EMT&$a$ is in obvious disagreement with him/herself.] +} +EMOTE_BITTER_TARGET (entity a, entity t) +{ + emote_bitter_target [&EMT&$a$ isn't bitter, $t$, why do you ask?] +} +EMOTE_BITTER_NOBODY (entity a) +{ + emote_bitter_nobody [&EMT&$a$ is bitter.] +} +EMOTE_BITTER_SELF (entity a) +{ + emote_bitter_self [&EMT&$a$ smiles bitterly.] +} +EMOTE_BLOODTHIRSTY_TARGET (entity a, entity t) +{ + emote_bloodthirsty_target [&EMT&$a$ wonders when $t$ got bloodthirsty.] +} +EMOTE_BLOODTHIRSTY_NOBODY (entity a) +{ + emote_bloodthirsty_nobody [&EMT&$a$ charges.] +} +EMOTE_BLOODTHIRSTY_SELF (entity a) +{ + emote_bloodthirsty_self [&EMT&$a$ isn't afraid of a little blood, in fact, prefers it.] +} +EMOTE_BORED_TARGET (entity a, entity t) +{ + emote_bored_target [&EMT&$a$ considers $t$ boring.] +} +EMOTE_BORED_NOBODY (entity a) +{ + emote_bored_nobody [&EMT&$a$ is bored] +} +EMOTE_BORED_SELF (entity a) +{ + emote_bored_self [&EMT&$a$ is bored with what s/he is doing.] +} +EMOTE_BOW_TARGET (entity a, entity t) +{ + emote_bow_target [&EMT&$a$ bows to $t$.] +} +EMOTE_BOW_NOBODY (entity a) +{ + emote_bow_nobody [&EMT&$a$ bows respectfully.] +} +EMOTE_BOW_SELF (entity a) +{ + emote_bow_self [&EMT&$a$ bows at no one in particular, but ends up touching his/her toes.] +} +EMOTE_BRAVE_TARGET (entity a, entity t) +{ + emote_brave_target [&EMT&$a$ thinks $t$ is very brave.] +} +EMOTE_BRAVE_NOBODY (entity a) +{ + emote_brave_nobody [&EMT&$a$ gives everyone a speech, encouraging them to be brave.] +} +EMOTE_BRAVE_SELF (entity a) +{ + emote_brave_self [&EMT&$a$ gathers up all his/her courage.] +} +EMOTE_RICE_TARGET (entity a, entity t) +{ + emote_rice_target [&EMT&$a$ tosses rice at $t$.] +} +EMOTE_RICE_NOBODY (entity a) +{ + emote_rice_nobody [&EMT&$a$ tosses rice in celebration.] +} +EMOTE_RICE_SELF (entity a) +{ + emote_rice_self [&EMT&$a$ sprinkles rice over him/herself to celebrate.] +} +EMOTE_BUBBLY_TARGET (entity a, entity t) +{ + emote_bubbly_target [&EMT&$a$ is amused at how bubbly $t$ is.] +} +EMOTE_BUBBLY_NOBODY (entity a) +{ + emote_bubbly_nobody [&EMT&$a$ bubbles over with enthusiasm, which seems catching.] +} +EMOTE_BUBBLY_SELF (entity a) +{ + emote_bubbly_self [&EMT&$a$ pours bubbly on him/herself. Oops.] +} +EMOTE_BURP_TARGET (entity a, entity t) +{ + emote_burp_target [&EMT&$a$ excuses $t$. That was a loud one!] +} +EMOTE_BURP_NOBODY (entity a) +{ + emote_burp_nobody [&EMT&$a$ burps loudly.] +} +EMOTE_BURP_SELF (entity a) +{ + emote_burp_self [&EMT&$a$ burps.] +} +EMOTE_CALM_TARGET (entity a, entity t) +{ + emote_calm_target [&EMT&$a$ tries to calm $t$.] +} +EMOTE_CALM_NOBODY (entity a) +{ + emote_calm_nobody [&EMT&$a$ radiates serenity.] +} +EMOTE_CALM_SELF (entity a) +{ + emote_calm_self [&EMT&$a$ is perfectly tranquil and calm.] +} +EMOTE_CALMDOWN_TARGET (entity a, entity t) +{ + emote_calmdown_target [&EMT&$a$ looks concerned at $t$ and tells them to calm down.] +} +EMOTE_CALMDOWN_NOBODY (entity a) +{ + emote_calmdown_nobody [&EMT&$a$ attempts to calm everyone down.] +} +EMOTE_CALMDOWN_SELF (entity a) +{ + emote_calmdown_self [&EMT&$a$ calms down. No sense getting worked up.] +} +EMOTE_CAREFUL_TARGET (entity a, entity t) +{ + emote_careful_target [&EMT&$a$ warns $t$ to be careful.] +} +EMOTE_CAREFUL_NOBODY (entity a) +{ + emote_careful_nobody [&EMT&$a$ thinks caution is needed here.] +} +EMOTE_CAREFUL_SELF (entity a) +{ + emote_careful_self [&EMT&$a$ proceeds, carefully.] +} +EMOTE_CARELESS_TARGET (entity a, entity t) +{ + emote_careless_target [&EMT&$a$ wants to know how $t$ could be so careless.] +} +EMOTE_CARELESS_NOBODY (entity a) +{ + emote_careless_nobody [&EMT&$a$ thinks someone was careless, but isn't naming names.] +} +EMOTE_CARELESS_SELF (entity a) +{ + emote_careless_self [&EMT&$a$ shrugs carelessly.] +} +EMOTE_CASUAL_TARGET (entity a, entity t) +{ + emote_casual_target [&EMT&$a$ asks $t$ what's up.] +} +EMOTE_CASUAL_NOBODY (entity a) +{ + emote_casual_nobody [&EMT&$a$ looks around casually.] +} +EMOTE_CASUAL_SELF (entity a) +{ + emote_casual_self [&EMT&$a$ hangs out.] +} +EMOTE_CHAOTIC_TARGET (entity a, entity t) +{ + emote_chaotic_target [&EMT&$a$ wonders if $t$ finds things just as chaotic as s/he does.] +} +EMOTE_CHAOTIC_NOBODY (entity a) +{ + emote_chaotic_nobody [&EMT&$a$ finds all of this rather chaotic.] +} +EMOTE_CHAOTIC_SELF (entity a) +{ + emote_chaotic_self [&EMT&$a$ revels in the chaos s/he has made.] +} +EMOTE_CHEER_TARGET (entity a, entity t) +{ + emote_cheer_target [&EMT&$a$ cheers $t$ on. Go $t$!] +} +EMOTE_CHEER_NOBODY (entity a) +{ + emote_cheer_nobody [&EMT&$a$ cheers everyone on.] +} +EMOTE_CHEER_SELF (entity a) +{ + emote_cheer_self [&EMT&$a$ cheers. Yay!] +} +EMOTE_CLINICAL_TARGET (entity a, entity t) +{ + emote_clinical_target [&EMT&$a$ observes $t$, taking notes.] +} +EMOTE_CLINICAL_NOBODY (entity a) +{ + emote_clinical_nobody [&EMT&$a$ surveys the scene with a clinical air.] +} +EMOTE_CLINICAL_SELF (entity a) +{ + emote_clinical_self [&EMT&$a$ examines him/herself.] +} +EMOTE_COLD_TARGET (entity a, entity t) +{ + emote_cold_target [&EMT&$a$ eyes $t$ coldly.] +} +EMOTE_COLD_NOBODY (entity a) +{ + emote_cold_nobody [&EMT&$a$ stares coldly.] +} +EMOTE_COLD_SELF (entity a) +{ + emote_cold_self [&EMT&$a$ is cold as ice.] +} +EMOTE_COMPASSIONATE_TARGET (entity a, entity t) +{ + emote_compassionate_target [&EMT&$a$ shows great compassion to $t$.] +} +EMOTE_COMPASSIONATE_NOBODY (entity a) +{ + emote_compassionate_nobody [&EMT&$a$ smiles sympathetically.] +} +EMOTE_COMPASSIONATE_SELF (entity a) +{ + emote_compassionate_self [&EMT&$a$ takes care of him/herself.] +} +EMOTE_CONDESCENDING_TARGET (entity a, entity t) +{ + emote_condescending_target [&EMT&$a$ speaks very slowly at $t$.] +} +EMOTE_CONDESCENDING_NOBODY (entity a) +{ + emote_condescending_nobody [&EMT&$a$ glances around, feeling superior.] +} +EMOTE_CONDESCENDING_SELF (entity a) +{ + emote_condescending_self [&EMT&$a$ doesn't like condescending people.] +} +EMOTE_CONFIDENT_TARGET (entity a, entity t) +{ + emote_confident_target [&EMT&$a$ has full confidence in $t$.] +} +EMOTE_CONFIDENT_NOBODY (entity a) +{ + emote_confident_nobody [&EMT&$a$ struts about confidently.] +} +EMOTE_CONFIDENT_SELF (entity a) +{ + emote_confident_self [&EMT&$a$ has all the confidence s/he needs.] +} +EMOTE_CONFUSED_TARGET (entity a, entity t) +{ + emote_confused_target [&EMT&$a$ admits $t$ has him/her confused.] +} +EMOTE_CONFUSED_NOBODY (entity a) +{ + emote_confused_nobody [&EMT&$a$ ponders for a while, but ends up confused regardless.] +} +EMOTE_CONFUSED_SELF (entity a) +{ + emote_confused_self [&EMT&$a$ has managed to confuse him/herself.] +} +EMOTE_CONTEMPTUOUS_TARGET (entity a, entity t) +{ + emote_contemptuous_target [&EMT&$a$ holds $t$ in bitter contempt.] +} +EMOTE_CONTEMPTUOUS_NOBODY (entity a) +{ + emote_contemptuous_nobody [&EMT&$a$ scowls contemptuously.] +} +EMOTE_CONTEMPTUOUS_SELF (entity a) +{ + emote_contemptuous_self [&EMT&$a$ holds everything in contempt.] +} +EMOTE_CONTENT_TARGET (entity a, entity t) +{ + emote_content_target [&EMT&$a$ sighs contentedly at $t$.] +} +EMOTE_CONTENT_NOBODY (entity a) +{ + emote_content_nobody [&EMT&$a$ is content.] +} +EMOTE_CONTENT_SELF (entity a) +{ + emote_content_self [&EMT&$a$ relaxes, and wouldn't change a thing.] +} +EMOTE_COURAGEOUS_TARGET (entity a, entity t) +{ + emote_courageous_target [&EMT&$a$ is inspired by the courageousness of $t$.] +} +EMOTE_COURAGEOUS_NOBODY (entity a) +{ + emote_courageous_nobody [&EMT&$a$ goes first, as an example of courage.] +} +EMOTE_COURAGEOUS_SELF (entity a) +{ + emote_courageous_self [&EMT&$a$ summons up all his/her courage.] +} +EMOTE_COURTLY_TARGET (entity a, entity t) +{ + emote_courtly_target [&EMT&$a$ flourishes at $t$ in a most courtly bow.] +} +EMOTE_COURTLY_NOBODY (entity a) +{ + emote_courtly_nobody [&EMT&$a$ bows deeply.] +} +EMOTE_COURTLY_SELF (entity a) +{ + emote_courtly_self [&EMT&$a$ proceeds in a regal fashion.] +} +EMOTE_COWARD_TARGET (entity a, entity t) +{ + emote_coward_target [&EMT&$a$ calls $t$ a coward.] +} +EMOTE_COWARD_NOBODY (entity a) +{ + emote_coward_nobody [&EMT&$a$ isn't a coward.] +} +EMOTE_COWARD_SELF (entity a) +{ + emote_coward_self [&EMT&$a$ trembles, and looks for something to hide behind.] +} +EMOTE_CRAZY_TARGET (entity a, entity t) +{ + emote_crazy_target [&EMT&$a$ believes $t$ is crazy.] +} +EMOTE_CRAZY_NOBODY (entity a) +{ + emote_crazy_nobody [&EMT&$a$ goes crazy.] +} +EMOTE_CRAZY_SELF (entity a) +{ + emote_crazy_self [&EMT&$a$ is crazy, but everyone knows it.] +} +EMOTE_CRUDE_TARGET (entity a, entity t) +{ + emote_crude_target [&EMT&$a$ makes a crude gesture at $t$.] +} +EMOTE_CRUDE_NOBODY (entity a) +{ + emote_crude_nobody [&EMT&$a$ makes a crude gesture to everyone.] +} +EMOTE_CRUDE_SELF (entity a) +{ + emote_crude_self [&EMT&$a$ makes a few crude comments to him/herself.] +} +EMOTE_CRUEL_TARGET (entity a, entity t) +{ + emote_cruel_target [&EMT&$a$ taunts $t$ cruelly.] +} +EMOTE_CRUEL_NOBODY (entity a) +{ + emote_cruel_nobody [&EMT&$a$ narrows his/her eyes, unleashing an unusual amount of cruelty.] +} +EMOTE_CRUEL_SELF (entity a) +{ + emote_cruel_self [&EMT&$a$ teases, torments, and taunts. How cruel!] +} +EMOTE_CURIOUS_TARGET (entity a, entity t) +{ + emote_curious_target [&EMT&$a$ is curious of $t$.] +} +EMOTE_CURIOUS_NOBODY (entity a) +{ + emote_curious_nobody [&EMT&$a$ is curious.] +} +EMOTE_CURIOUS_SELF (entity a) +{ + emote_curious_self [&EMT&$a$ wonders about him/herself sometimes.] +} +EMOTE_CYNICAL_TARGET (entity a, entity t) +{ + emote_cynical_target [&EMT&$a$ doesn't quite trust $t$.] +} +EMOTE_CYNICAL_NOBODY (entity a) +{ + emote_cynical_nobody [&EMT&$a$ generally has a low opinion of the nature of homins.] +} +EMOTE_CYNICAL_SELF (entity a) +{ + emote_cynical_self [&EMT&$a$ reaches new levels of cynicism.] +} +EMOTE_DAINTY_TARGET (entity a, entity t) +{ + emote_dainty_target [&EMT&$a$ wonders how a dainty creature like $t$ can kill something so big.] +} +EMOTE_DAINTY_NOBODY (entity a) +{ + emote_dainty_nobody [&EMT&$a$ only looks dainty, trust him/her.] +} +EMOTE_DAINTY_SELF (entity a) +{ + emote_dainty_self [&EMT&$a$ fusses about in a dainty fashion.] +} +EMOTE_DANCE_TARGET (entity a, entity t) +{ + emote_dance_target [&EMT&$a$ extends a hand. Would $t$ like to dance?] +} +EMOTE_DANCE_NOBODY (entity a) +{ + emote_dance_nobody [&EMT&$a$ gets this party started!] +} +EMOTE_DANCE_SELF (entity a) +{ + emote_dance_self [&EMT&$a$ is poetry in motion.] +} +EMOTE_DEFENSIVE_TARGET (entity a, entity t) +{ + emote_defensive_target [&EMT&$a$ gets defensive at $t$.] +} +EMOTE_DEFENSIVE_NOBODY (entity a) +{ + emote_defensive_nobody [&EMT&$a$ is put on the defensive.] +} +EMOTE_DEFENSIVE_SELF (entity a) +{ + emote_defensive_self [&EMT&$a$ defends him/herself.] +} +EMOTE_DEPRESSED_TARGET (entity a, entity t) +{ + emote_depressed_target [&EMT&$a$ asks $t$ if s/he is depressed.] +} +EMOTE_DEPRESSED_NOBODY (entity a) +{ + emote_depressed_nobody [&EMT&$a$ is depressed.] +} +EMOTE_DEPRESSED_SELF (entity a) +{ + emote_depressed_self [&EMT&$a$ could use a good listener.] +} +EMOTE_DESIRE_TARGET (entity a, entity t) +{ + emote_desire_target [&EMT&$a$ knows what s/he wants, and it happens to be $t$.] +} +EMOTE_DESIRE_NOBODY (entity a) +{ + emote_desire_nobody [&EMT&$a$ figures out what s/he wants.] +} +EMOTE_DESIRE_SELF (entity a) +{ + emote_desire_self [&EMT&$a$ knows what s/he wants, and isn't afraid to go get it.] +} +EMOTE_DESPAIRED_TARGET (entity a, entity t) +{ + emote_despaired_target [&EMT&$a$ lets $t$ know things are hopeless.] +} +EMOTE_DESPAIRED_NOBODY (entity a) +{ + emote_despaired_nobody [&EMT&$a$ is filled with despair.] +} +EMOTE_DESPAIRED_SELF (entity a) +{ + emote_despaired_self [&EMT&$a$ despairs; things couldn't get worse.] +} +EMOTE_DESTRUCTIVE_TARGET (entity a, entity t) +{ + emote_destructive_target [&EMT&$a$ warns $t$ to stay back.] +} +EMOTE_DESTRUCTIVE_NOBODY (entity a) +{ + emote_destructive_nobody [&EMT&$a$ looks ready to destroy something.] +} +EMOTE_DESTRUCTIVE_SELF (entity a) +{ + emote_destructive_self [&EMT&$a$ throws things around, raises a fuss, and is in a destructive mood.] +} +EMOTE_DIE_TARGET (entity a, entity t) +{ + emote_die_target [&EMT&$a$ checks $t$'s expiration date.] +} +EMOTE_DIE_NOBODY (entity a) +{ + emote_die_nobody [&EMT&$a$ faces certain death. Onward!] +} +EMOTE_DIE_SELF (entity a) +{ + emote_die_self [&EMT&$a$ wants to have a little fun before s/he dies.] +} +EMOTE_DIGNIFIED_TARGET (entity a, entity t) +{ + emote_dignified_target [&EMT&$a$ notes the dignified manner $t$ carries him/herself and acts accordingly.] +} +EMOTE_DIGNIFIED_NOBODY (entity a) +{ + emote_dignified_nobody [&EMT&$a$ maintains composure.] +} +EMOTE_DIGNIFIED_SELF (entity a) +{ + emote_dignified_self [&EMT&$a$ acts dignified, regardless of the situation at hand.] +} +EMOTE_DIPLOMATIC_TARGET (entity a, entity t) +{ + emote_diplomatic_target [&EMT&$a$ engages in diplomatic relations with $t$.] +} +EMOTE_DIPLOMATIC_NOBODY (entity a) +{ + emote_diplomatic_nobody [&EMT&$a$ believes some diplomacy would help here.] +} +EMOTE_DIPLOMATIC_SELF (entity a) +{ + emote_diplomatic_self [&EMT&$a$ engages in diplomacy with him/herself. Surprisingly, all parties come to an agreement.] +} +EMOTE_DISAPPOINTED_TARGET (entity a, entity t) +{ + emote_disappointed_target [&EMT&$a$ lowers his/her head, disappointed at $t$.] +} +EMOTE_DISAPPOINTED_NOBODY (entity a) +{ + emote_disappointed_nobody [&EMT&$a$ is clearly disappointed.] +} +EMOTE_DISAPPOINTED_SELF (entity a) +{ + emote_disappointed_self [&EMT&$a$ is disappointed in him/herself, and sighs.] +} +EMOTE_DISCREET_TARGET (entity a, entity t) +{ + emote_discreet_target [&EMT&$a$ asks $t$ to be discreet.] +} +EMOTE_DISCREET_NOBODY (entity a) +{ + emote_discreet_nobody [&EMT&$a$ looks about discreetly.] +} +EMOTE_DISCREET_SELF (entity a) +{ + emote_discreet_self [&EMT&$a$ is the very soul of discretion.] +} +EMOTE_DISDAINFUL_TARGET (entity a, entity t) +{ + emote_disdainful_target [&EMT&$a$ glares at $t$ distainfully.] +} +EMOTE_DISDAINFUL_NOBODY (entity a) +{ + emote_disdainful_nobody [&EMT&$a$ rolls his/her eyes.] +} +EMOTE_DISDAINFUL_SELF (entity a) +{ + emote_disdainful_self [&EMT&$a$ knows you all are beneath him/her.] +} +EMOTE_DISGRUNTLED_TARGET (entity a, entity t) +{ + emote_disgruntled_target [&EMT&$a$ is disgruntled at $t$.] +} +EMOTE_DISGRUNTLED_NOBODY (entity a) +{ + emote_disgruntled_nobody [&EMT&$a$ is just plain disgruntled.] +} +EMOTE_DISGRUNTLED_SELF (entity a) +{ + emote_disgruntled_self [&EMT&$a$ grumbles a lot, but proceeds.] +} +EMOTE_DISGUSTED_TARGET (entity a, entity t) +{ + emote_disgusted_target [&EMT&$a$ is disgusted at $t$.] +} +EMOTE_DISGUSTED_NOBODY (entity a) +{ + emote_disgusted_nobody [&EMT&$a$ is disgusted.] +} +EMOTE_DISGUSTED_SELF (entity a) +{ + emote_disgusted_self [&EMT&$a$ tsks, disgusted.] +} +EMOTE_DISILLUSIONED_TARGET (entity a, entity t) +{ + emote_disillusioned_target [&EMT&$a$ has his/her illusions shattered by $t$.] +} +EMOTE_DISILLUSIONED_NOBODY (entity a) +{ + emote_disillusioned_nobody [&EMT&$a$ isn't quite as hopeful as s/he used to be.] +} +EMOTE_DISILLUSIONED_SELF (entity a) +{ + emote_disillusioned_self [&EMT&$a$ is completely disillusioned.] +} +EMOTE_DISMAYED_TARGET (entity a, entity t) +{ + emote_dismayed_target [&EMT&$a$ looks dismayed at $t$.] +} +EMOTE_DISMAYED_NOBODY (entity a) +{ + emote_dismayed_nobody [&EMT&$a$ is dismayed. This wasn't how things were supposed to go.] +} +EMOTE_DISMAYED_SELF (entity a) +{ + emote_dismayed_self [&EMT&$a$ is dismayed at him/herself. This was not what s/he was expecting.] +} +EMOTE_DISORIENTED_TARGET (entity a, entity t) +{ + emote_disoriented_target [&EMT&$a$ finds $t$'s instructions a bit disorienting.] +} +EMOTE_DISORIENTED_NOBODY (entity a) +{ + emote_disoriented_nobody [&EMT&$a$ turns 'round and 'round and..] +} +EMOTE_DISORIENTED_SELF (entity a) +{ + emote_disoriented_self [&EMT&$a$ looks every direction, but is lost.] +} +EMOTE_DISTRACTED_TARGET (entity a, entity t) +{ + emote_distracted_target [&EMT&$a$ is distracted by $t$.] +} +EMOTE_DISTRACTED_NOBODY (entity a) +{ + emote_distracted_nobody [&EMT&$a$ gazes off into the middle distance.] +} +EMOTE_DISTRACTED_SELF (entity a) +{ + emote_distracted_self [&EMT&$a$ isn't paying attention right now, can you come back later?] +} +EMOTE_DOUBTFUL_TARGET (entity a, entity t) +{ + emote_doubtful_target [&EMT&$a$ doesn't believe $t$.] +} +EMOTE_DOUBTFUL_NOBODY (entity a) +{ + emote_doubtful_nobody [&EMT&$a$ doubts it.] +} +EMOTE_DOUBTFUL_SELF (entity a) +{ + emote_doubtful_self [&EMT&$a$ isn't quite sure about things.] +} +EMOTE_DRAMATIC_TARGET (entity a, entity t) +{ + emote_dramatic_target [&EMT&$a$ puts on a show for $t$.] +} +EMOTE_DRAMATIC_NOBODY (entity a) +{ + emote_dramatic_nobody [&EMT&$a$ strikes a pose.] +} +EMOTE_DRAMATIC_SELF (entity a) +{ + emote_dramatic_self [&EMT&$a$ would make a great actor/actress, don't you think?] +} +EMOTE_DREAMY_TARGET (entity a, entity t) +{ + emote_dreamy_target [&EMT&$a$ gazes dreamily at $t$.] +} +EMOTE_DREAMY_NOBODY (entity a) +{ + emote_dreamy_nobody [&EMT&$a$ stares off into the distance.] +} +EMOTE_DREAMY_SELF (entity a) +{ + emote_dreamy_self [&EMT&$a$ has a dreamy look about him/her.] +} +EMOTE_DRUNK_TARGET (entity a, entity t) +{ + emote_drunk_target [&EMT&$a$ hands $t$ another drink.] +} +EMOTE_DRUNK_NOBODY (entity a) +{ + emote_drunk_nobody [&EMT&$a$ hiccups and gets another drink.] +} +EMOTE_DRUNK_SELF (entity a) +{ + emote_drunk_self [&EMT&$a$ staggers around, possibly drunk.] +} +EMOTE_DUTIFUL_TARGET (entity a, entity t) +{ + emote_dutiful_target [&EMT&$a$ follows $t$, as is his/her duty.] +} +EMOTE_DUTIFUL_NOBODY (entity a) +{ + emote_dutiful_nobody [&EMT&$a$ will do his/her duty.] +} +EMOTE_DUTIFUL_SELF (entity a) +{ + emote_dutiful_self [&EMT&$a$ is unswavering in dedication to his/her duty.] +} +EMOTE_EAGER_TARGET (entity a, entity t) +{ + emote_eager_target [&EMT&$a$ nods eagerly at $t$.] +} +EMOTE_EAGER_NOBODY (entity a) +{ + emote_eager_nobody [&EMT&$a$ is eager and ready!] +} +EMOTE_EAGER_SELF (entity a) +{ + emote_eager_self [&EMT&$a$ is self motivated.] +} +EMOTE_EARNEST_TARGET (entity a, entity t) +{ + emote_earnest_target [&EMT&$a$ eyes $t$ seriously.] +} +EMOTE_EARNEST_NOBODY (entity a) +{ + emote_earnest_nobody [&EMT&$a$ looks intent.] +} +EMOTE_EARNEST_SELF (entity a) +{ + emote_earnest_self [&EMT&$a$ expresses the importance of being earnest.] +} +EMOTE_ECSTATIC_TARGET (entity a, entity t) +{ + emote_ecstatic_target [&EMT&$a$ is so very happy for $t$!] +} +EMOTE_ECSTATIC_NOBODY (entity a) +{ + emote_ecstatic_nobody [&EMT&$a$ couldn't be happier.] +} +EMOTE_ECSTATIC_SELF (entity a) +{ + emote_ecstatic_self [&EMT&$a$ is so happy with him/herself!] +} +EMOTE_EGOISTIC_TARGET (entity a, entity t) +{ + emote_egoistic_target [&EMT&$a$ pumps up $t$'s ego, not that s/he needs it.] +} +EMOTE_EGOISTIC_NOBODY (entity a) +{ + emote_egoistic_nobody [&EMT&$a$ watches his/her ego soar.] +} +EMOTE_EGOISTIC_SELF (entity a) +{ + emote_egoistic_self [&EMT&$a$ believes in him/herself, and his/her ego.] +} +EMOTE_EMBARRASSED_TARGET (entity a, entity t) +{ + emote_embarrassed_target [&EMT&$a$ is embarrassed by $t$.] +} +EMOTE_EMBARRASSED_NOBODY (entity a) +{ + emote_embarrassed_nobody [&EMT&$a$ blushes, embarassed.] +} +EMOTE_EMBARRASSED_SELF (entity a) +{ + emote_embarrassed_self [&EMT&$a$ embarasses him/herself.] +} +EMOTE_EMOTIONAL_TARGET (entity a, entity t) +{ + emote_emotional_target [&EMT&$a$ tries to comfort $t$.] +} +EMOTE_EMOTIONAL_NOBODY (entity a) +{ + emote_emotional_nobody [&EMT&$a$ is overcome with emotion.] +} +EMOTE_EMOTIONAL_SELF (entity a) +{ + emote_emotional_self [&EMT&$a$ could use some comfort.] +} +EMOTE_EMOTIONLESS_TARGET (entity a, entity t) +{ + emote_emotionless_target [&EMT&$a$ looks vacantly at $t$.] +} +EMOTE_EMOTIONLESS_NOBODY (entity a) +{ + emote_emotionless_nobody [&EMT&$a$ shows no emotion.] +} +EMOTE_EMOTIONLESS_SELF (entity a) +{ + emote_emotionless_self [&EMT&$a$ remains emotionless. There's nothing to be said or done.] +} +EMOTE_EMPHATIC_TARGET (entity a, entity t) +{ + emote_emphatic_target [&EMT&$a$ empathizes with $t$. "I know just how you feel."] +} +EMOTE_EMPHATIC_NOBODY (entity a) +{ + emote_emphatic_nobody [&EMT&$a$ looks ready to listen.] +} +EMOTE_EMPHATIC_SELF (entity a) +{ + emote_emphatic_self [&EMT&$a$ is willing to lend an empahatic ear, knowing how you feel.] +} +EMOTE_ENCOURAGING_TARGET (entity a, entity t) +{ + emote_encouraging_target [&EMT&$a$ encourages $t$.] +} +EMOTE_ENCOURAGING_NOBODY (entity a) +{ + emote_encouraging_nobody [&EMT&$a$ finds the situation encouraging.] +} +EMOTE_ENCOURAGING_SELF (entity a) +{ + emote_encouraging_self [&EMT&$a$ is encouraged.] +} +EMOTE_ENRAGED_TARGET (entity a, entity t) +{ + emote_enraged_target [&EMT&$a$ seethes with rage at $t$.] +} +EMOTE_ENRAGED_NOBODY (entity a) +{ + emote_enraged_nobody [&EMT&$a$ is furious, watch out.] +} +EMOTE_ENRAGED_SELF (entity a) +{ + emote_enraged_self [&EMT&$a$ fumes, enraged.] +} +EMOTE_ENTHUSIASTIC_TARGET (entity a, entity t) +{ + emote_enthusiastic_target [&EMT&$a$ agrees enthusiastically with $t$.] +} +EMOTE_ENTHUSIASTIC_NOBODY (entity a) +{ + emote_enthusiastic_nobody [&EMT&$a$ looks enthusiastic.] +} +EMOTE_ENTHUSIASTIC_SELF (entity a) +{ + emote_enthusiastic_self [&EMT&$a$ is enthusiastic.] +} +EMOTE_ENVIOUS_TARGET (entity a, entity t) +{ + emote_envious_target [&EMT&$a$ wants to be just like you, $t$.] +} +EMOTE_ENVIOUS_NOBODY (entity a) +{ + emote_envious_nobody [&EMT&$a$ seethes with envy.] +} +EMOTE_ENVIOUS_SELF (entity a) +{ + emote_envious_self [&EMT&$a$ is probably the envy of everyone right now.] +} +EMOTE_EVIL_TARGET (entity a, entity t) +{ + emote_evil_target [&EMT&$a$ grins evilly at $t$.] +} +EMOTE_EVIL_NOBODY (entity a) +{ + emote_evil_nobody [&EMT&$a$ rubs his/her hands together evilly.] +} +EMOTE_EVIL_SELF (entity a) +{ + emote_evil_self [&EMT&$a$ considers him/herself evil.] +} +EMOTE_EXCITED_TARGET (entity a, entity t) +{ + emote_excited_target [&EMT&$a$ gets excited at $t$.] +} +EMOTE_EXCITED_NOBODY (entity a) +{ + emote_excited_nobody [&EMT&$a$ smiles, excited.] +} +EMOTE_EXCITED_SELF (entity a) +{ + emote_excited_self [&EMT&$a$ is so excited!] +} +EMOTE_EXERCISE_TARGET (entity a, entity t) +{ + emote_exercise_target [&EMT&$a$ encourages $t$ to exercise.] +} +EMOTE_EXERCISE_NOBODY (entity a) +{ + emote_exercise_nobody [&EMT&$a$ exercises. One, two..] +} +EMOTE_EXERCISE_SELF (entity a) +{ + emote_exercise_self [&EMT&$a$ engages in a complete workout.] +} +EMOTE_EXHAUSTED_TARGET (entity a, entity t) +{ + emote_exhausted_target [&EMT&$a$ thinks $t$ is exhausted and should take a break.] +} +EMOTE_EXHAUSTED_NOBODY (entity a) +{ + emote_exhausted_nobody [&EMT&$a$ should probably take a break.] +} +EMOTE_EXHAUSTED_SELF (entity a) +{ + emote_exhausted_self [&EMT&$a$ is extremely exhausted and needs to rest.] +} +EMOTE_EXUBERANT_TARGET (entity a, entity t) +{ + emote_exuberant_target [&EMT&$a$ dances with $t$, extremely pleased.] +} +EMOTE_EXUBERANT_NOBODY (entity a) +{ + emote_exuberant_nobody [&EMT&$a$ has happiness in abundance.] +} +EMOTE_EXUBERANT_SELF (entity a) +{ + emote_exuberant_self [&EMT&$a$ dances about, joyously unrestrained and enthusiastic.] +} +EMOTE_FAITHFUL_TARGET (entity a, entity t) +{ + emote_faithful_target [&EMT&$a$ is faithful to $t$, and $t$ alone.] +} +EMOTE_FAITHFUL_NOBODY (entity a) +{ + emote_faithful_nobody [&EMT&$a$ is faithful to no one.] +} +EMOTE_FAITHFUL_SELF (entity a) +{ + emote_faithful_self [&EMT&$a$ is faithful only to his/herself.] +} +EMOTE_FANATICAL_TARGET (entity a, entity t) +{ + emote_fanatical_target [&EMT&$a$ has unswerving devotion to $t$, and $t$ alone.] +} +EMOTE_FANATICAL_NOBODY (entity a) +{ + emote_fanatical_nobody [&EMT&$a$ strongly believes in what s/he does.] +} +EMOTE_FANATICAL_SELF (entity a) +{ + emote_fanatical_self [&EMT&$a$ is a homin with a cause. To the death!] +} +EMOTE_FASTIDIOUS_TARGET (entity a, entity t) +{ + emote_fastidious_target [&EMT&$a$ fastidiously brushes a bit of dirt off $t$.] +} +EMOTE_FASTIDIOUS_NOBODY (entity a) +{ + emote_fastidious_nobody [&EMT&$a$ fastidiously makes sure everything is in its place.] +} +EMOTE_FASTIDIOUS_SELF (entity a) +{ + emote_fastidious_self [&EMT&$a$ brushes him/herself off.] +} +EMOTE_FBT_TARGET (entity a, entity t) +{ + emote_fbt_target [.] +} +EMOTE_FBT_NOBODY (entity a) +{ + emote_fbt_nobody [.] +} +EMOTE_FBT_SELF (entity a) +{ + emote_fbt_self [.] +} +EMOTE_FEARFUL_TARGET (entity a, entity t) +{ + emote_fearful_target [&EMT&$a$ fears $t$.] +} +EMOTE_FEARFUL_NOBODY (entity a) +{ + emote_fearful_nobody [&EMT&$a$ looks around, eyes wide with fear.] +} +EMOTE_FEARFUL_SELF (entity a) +{ + emote_fearful_self [&EMT&$a$ fears no one but possibly him/herself.] +} +EMOTE_FIRM_TARGET (entity a, entity t) +{ + emote_firm_target [&EMT&$a$ is firm on this, $t$.] +} +EMOTE_FIRM_NOBODY (entity a) +{ + emote_firm_nobody [&EMT&$a$ stands firm.] +} +EMOTE_FIRM_SELF (entity a) +{ + emote_firm_self [&EMT&$a$ is unbending.] +} +EMOTE_FORGIVE_TARGET (entity a, entity t) +{ + emote_forgive_target [&EMT&$a$ forgives $t$.] +} +EMOTE_FORGIVE_NOBODY (entity a) +{ + emote_forgive_nobody [&EMT&$a$ is in a forgiving mood.] +} +EMOTE_FORGIVE_SELF (entity a) +{ + emote_forgive_self [&EMT&$a$ decides to act first, and ask for forgiveness later.] +} +EMOTE_FRATERNAL_TARGET (entity a, entity t) +{ + emote_fraternal_target [&EMT&$a$ consider $t$ like a brother.] +} +EMOTE_FRATERNAL_NOBODY (entity a) +{ + emote_fraternal_nobody [&EMT&$a$ considers everyone here family.] +} +EMOTE_FRATERNAL_SELF (entity a) +{ + emote_fraternal_self [&EMT&$a$ is glad to be treated like family here.] +} +EMOTE_FRIENDLY_TARGET (entity a, entity t) +{ + emote_friendly_target [&EMT&$a$ is friendly to $t$.] +} +EMOTE_FRIENDLY_NOBODY (entity a) +{ + emote_friendly_nobody [&EMT&$a$ is friendly to everyone.] +} +EMOTE_FRIENDLY_SELF (entity a) +{ + emote_friendly_self [&EMT&$a$ is considered friendly.] +} +EMOTE_FRUSTRATED_TARGET (entity a, entity t) +{ + emote_frustrated_target [&EMT&$a$ is frustrated with $t$. Grrr.] +} +EMOTE_FRUSTRATED_NOBODY (entity a) +{ + emote_frustrated_nobody [&EMT&$a$ is visibly frustrated.] +} +EMOTE_FRUSTRATED_SELF (entity a) +{ + emote_frustrated_self [&EMT&$a$ is frustrated with him/herself.] +} +EMOTE_FUNNY_TARGET (entity a, entity t) +{ + emote_funny_target [&EMT&$a$ tells $t$ how funny s/he is.] +} +EMOTE_FUNNY_NOBODY (entity a) +{ + emote_funny_nobody [&EMT&$a$ tells a joke.] +} +EMOTE_FUNNY_SELF (entity a) +{ + emote_funny_self [&EMT&$a$ laughs at him/herself.] +} +EMOTE_GENEROUS_TARGET (entity a, entity t) +{ + emote_generous_target [&EMT&$a$ shares generously with $t$.] +} +EMOTE_GENEROUS_NOBODY (entity a) +{ + emote_generous_nobody [&EMT&$a$ shares with everyone!] +} +EMOTE_GENEROUS_SELF (entity a) +{ + emote_generous_self [&EMT&$a$ distributes things not-so-evenly. One for you, one for me, two for you, one, two for me…] +} +EMOTE_GIMME5_TARGET (entity a, entity t) +{ + emote_gimme5_target [&EMT&$a$ gives $t$ a high-five.] +} +EMOTE_GIMME5_NOBODY (entity a) +{ + emote_gimme5_nobody [&EMT&$a$ says, "Gimme 5!"] +} +EMOTE_GIMME5_SELF (entity a) +{ + emote_gimme5_self [&EMT&$a$ wonders if giving him/herself a high-five results in a clapping sound.] +} +EMOTE_GLOOMY_TARGET (entity a, entity t) +{ + emote_gloomy_target [&EMT&$a$ mopes at $t$.] +} +EMOTE_GLOOMY_NOBODY (entity a) +{ + emote_gloomy_nobody [&EMT&$a$ looks gloomy.] +} +EMOTE_GLOOMY_SELF (entity a) +{ + emote_gloomy_self [&EMT&$a$ mutters something about doom, gloom, and certain destruction.] +} +EMOTE_GOOFY_TARGET (entity a, entity t) +{ + emote_goofy_target [&EMT&$a$ smiles goofily at $t$.] +} +EMOTE_GOOFY_NOBODY (entity a) +{ + emote_goofy_nobody [&EMT&$a$ lets out a goofy laugh.] +} +EMOTE_GOOFY_SELF (entity a) +{ + emote_goofy_self [&EMT&$a$ acts pretty goofy sometimes. This is one of those times.] +} +EMOTE_GREAT_TARGET (entity a, entity t) +{ + emote_great_target [&EMT&$a$ tells $t$ how great s/he is.] +} +EMOTE_GREAT_NOBODY (entity a) +{ + emote_great_nobody [&EMT&$a$ grins. This is great!] +} +EMOTE_GREAT_SELF (entity a) +{ + emote_great_self [&EMT&$a$ is great. You?] +} +EMOTE_GRIN_TARGET (entity a, entity t) +{ + emote_grin_target [&EMT&$a$ grins at $t$.] +} +EMOTE_GRIN_NOBODY (entity a) +{ + emote_grin_nobody [&EMT&$a$ grins widely.] +} +EMOTE_GRIN_SELF (entity a) +{ + emote_grin_self [&EMT&$a$ grins at him/herself, making everyone wonder.] +} +EMOTE_GRUMPY_TARGET (entity a, entity t) +{ + emote_grumpy_target [&EMT&$a$ grumps at $t$.] +} +EMOTE_GRUMPY_NOBODY (entity a) +{ + emote_grumpy_nobody [&EMT&$a$ scowls, grumpy.] +} +EMOTE_GRUMPY_SELF (entity a) +{ + emote_grumpy_self [&EMT&$a$ isn't in a great mood. Are you sure you want to proceed?] +} +EMOTE_GUILTY_TARGET (entity a, entity t) +{ + emote_guilty_target [&EMT&$a$ looks guilty at $t$.] +} +EMOTE_GUILTY_NOBODY (entity a) +{ + emote_guilty_nobody [&EMT&$a$ did it.] +} +EMOTE_GUILTY_SELF (entity a) +{ + emote_guilty_self [&EMT&$a$ confesses. "I did it."] +} +EMOTE_HAPPY_TARGET (entity a, entity t) +{ + emote_happy_target [&EMT&$a$ is happy for $t$.] +} +EMOTE_HAPPY_NOBODY (entity a) +{ + emote_happy_nobody [&EMT&$a$ is happy.] +} +EMOTE_HAPPY_SELF (entity a) +{ + emote_happy_self [&EMT&$a$ looks very happy with him/herself.] +} +EMOTE_HARDSILENCE_TARGET (entity a, entity t) +{ + emote_hardsilence_target [&EMT&$a$ is giving $t$ the silent treatment.] +} +EMOTE_HARDSILENCE_NOBODY (entity a) +{ + emote_hardsilence_nobody [&EMT&$a$ gazes around in stony silence.] +} +EMOTE_HARDSILENCE_SELF (entity a) +{ + emote_hardsilence_self [&EMT&$a$ is finding it hard to be silent.] +} +EMOTE_HAUGHTY_TARGET (entity a, entity t) +{ + emote_haughty_target [&EMT&$a$ puts his/her nose up at $t$.] +} +EMOTE_HAUGHTY_NOBODY (entity a) +{ + emote_haughty_nobody [&EMT&$a$ puts on haughty airs.] +} +EMOTE_HAUGHTY_SELF (entity a) +{ + emote_haughty_self [&EMT&$a$ isn't going to lower his/herself to your level.] +} +EMOTE_HELPFUL_TARGET (entity a, entity t) +{ + emote_helpful_target [&EMT&$a$ tries to be helpful to $t$.] +} +EMOTE_HELPFUL_NOBODY (entity a) +{ + emote_helpful_nobody [&EMT&$a$ is here to be helpful.] +} +EMOTE_HELPFUL_SELF (entity a) +{ + emote_helpful_self [&EMT&$a$ helps him/herself.] +} +EMOTE_HEROIC_TARGET (entity a, entity t) +{ + emote_heroic_target [&EMT&$a$ claims $t$ is a hero.] +} +EMOTE_HEROIC_NOBODY (entity a) +{ + emote_heroic_nobody [&EMT&$a$ strikes a heroic pose.] +} +EMOTE_HEROIC_SELF (entity a) +{ + emote_heroic_self [&EMT&$a$ rescues him/herself, true hero style.] +} +EMOTE_HIHA_TARGET (entity a, entity t) +{ + emote_hiha_target [&EMT&$a$ says to $t$, "Hi! How are you?"] +} +EMOTE_HIHA_NOBODY (entity a) +{ + emote_hiha_nobody [&EMT&$a$ says hi.] +} +EMOTE_HIHA_SELF (entity a) +{ + emote_hiha_self [&EMT&$a$ waves. Hiya!] +} +EMOTE_HONEST_TARGET (entity a, entity t) +{ + emote_honest_target [&EMT&$a$ has been nothing but honest with $t$.] +} +EMOTE_HONEST_NOBODY (entity a) +{ + emote_honest_nobody [&EMT&$a$ is honest, trustworthy and true.] +} +EMOTE_HONEST_SELF (entity a) +{ + emote_honest_self [&EMT&$a$ is always honest with him/herself.] +} +EMOTE_HOPEFUL_TARGET (entity a, entity t) +{ + emote_hopeful_target [&EMT&$a$ looks hopefully at $t$.] +} +EMOTE_HOPEFUL_NOBODY (entity a) +{ + emote_hopeful_nobody [&EMT&$a$ is hopeful.] +} +EMOTE_HOPEFUL_SELF (entity a) +{ + emote_hopeful_self [&EMT&$a$ holds on to hope.] +} +EMOTE_HOPELESS_TARGET (entity a, entity t) +{ + emote_hopeless_target [&EMT&$a$ thinks $t$ is hopeless.] +} +EMOTE_HOPELESS_NOBODY (entity a) +{ + emote_hopeless_nobody [&EMT&$a$ has no hope.] +} +EMOTE_HOPELESS_SELF (entity a) +{ + emote_hopeless_self [&EMT&$a$ wails. Things are doomed, it's hopeless!] +} +EMOTE_HUMBLE_TARGET (entity a, entity t) +{ + emote_humble_target [&EMT&$a$ has been unquestionably humbled by $t$.] +} +EMOTE_HUMBLE_NOBODY (entity a) +{ + emote_humble_nobody [&EMT&$a$ looks about modestly.] +} +EMOTE_HUMBLE_SELF (entity a) +{ + emote_humble_self [&EMT&$a$ is too humble to say how modest s/he is.] +} +EMOTE_HUNGRY_TARGET (entity a, entity t) +{ + emote_hungry_target [&EMT&$a$ looks at $t$ like lunch.] +} +EMOTE_HUNGRY_NOBODY (entity a) +{ + emote_hungry_nobody [&EMT&$a$ could use some food.] +} +EMOTE_HUNGRY_SELF (entity a) +{ + emote_hungry_self [&EMT&$a$ is hungry enough to eat his/her equipment.] +} +EMOTE_HURRIED_TARGET (entity a, entity t) +{ + emote_hurried_target [&EMT&$a$ is fairly hurried as is, $t$.] +} +EMOTE_HURRIED_NOBODY (entity a) +{ + emote_hurried_nobody [&EMT&$a$ moves around in a hurried state.] +} +EMOTE_HURRIED_SELF (entity a) +{ + emote_hurried_self [&EMT&$a$ is already hurrying.] +} +EMOTE_HURRY_TARGET (entity a, entity t) +{ + emote_hurry_target [&EMT&$a$ asks $t$ is to hurry up.] +} +EMOTE_HURRY_NOBODY (entity a) +{ + emote_hurry_nobody [&EMT&$a$ doesn't have time to waste.] +} +EMOTE_HURRY_SELF (entity a) +{ + emote_hurry_self [&EMT&$a$ hurries up, since people are waiting.] +} +EMOTE_HYSTERICAL_TARGET (entity a, entity t) +{ + emote_hysterical_target [&EMT&$a$ slaps $t$, who has become hysterical.] +} +EMOTE_HYSTERICAL_NOBODY (entity a) +{ + emote_hysterical_nobody [&EMT&$a$ laughs hysterically.] +} +EMOTE_HYSTERICAL_SELF (entity a) +{ + emote_hysterical_self [&EMT&$a$ goes into hysterics.] +} +EMOTE_IMPLORING_TARGET (entity a, entity t) +{ + emote_imploring_target [&EMT&$a$ implores $t$ to stop.] +} +EMOTE_IMPLORING_NOBODY (entity a) +{ + emote_imploring_nobody [&EMT&$a$ is begging.] +} +EMOTE_IMPLORING_SELF (entity a) +{ + emote_imploring_self [&EMT&$a$ isn't too proud to beg.] +} +EMOTE_INDIFFERENT_TARGET (entity a, entity t) +{ + emote_indifferent_target [&EMT&$a$ tells $t$ things are neither good nor bad.] +} +EMOTE_INDIFFERENT_NOBODY (entity a) +{ + emote_indifferent_nobody [&EMT&$a$ shrugs, indifferently.] +} +EMOTE_INDIFFERENT_SELF (entity a) +{ + emote_indifferent_self [&EMT&$a$ is impartial.] +} +EMOTE_INDIGNANT_TARGET (entity a, entity t) +{ + emote_indignant_target [&EMT&$a$ can't believe you said that, $t$.] +} +EMOTE_INDIGNANT_NOBODY (entity a) +{ + emote_indignant_nobody [&EMT&$a$ storms around indignantly.] +} +EMOTE_INDIGNANT_SELF (entity a) +{ + emote_indignant_self [&EMT&$a$ became indignant at the topic.] +} +EMOTE_INDULGENT_TARGET (entity a, entity t) +{ + emote_indulgent_target [&EMT&$a$ indulges $t$, because its fun.] +} +EMOTE_INDULGENT_NOBODY (entity a) +{ + emote_indulgent_nobody [&EMT&$a$ smiles indulgently.] +} +EMOTE_INDULGENT_SELF (entity a) +{ + emote_indulgent_self [&EMT&$a$ indulges grandly.] +} +EMOTE_INNOCENT_TARGET (entity a, entity t) +{ + emote_innocent_target [&EMT&$a$ looks at $t$ innocently.] +} +EMOTE_INNOCENT_NOBODY (entity a) +{ + emote_innocent_nobody [&EMT&$a$ is innocent.] +} +EMOTE_INNOCENT_SELF (entity a) +{ + emote_innocent_self [&EMT&$a$ adjusts his/her halo.] +} +EMOTE_INSECURE_TARGET (entity a, entity t) +{ + emote_insecure_target [&EMT&$a$ feels so insecure around $t$.] +} +EMOTE_INSECURE_NOBODY (entity a) +{ + emote_insecure_nobody [&EMT&$a$ could use assurance.] +} +EMOTE_INSECURE_SELF (entity a) +{ + emote_insecure_self [&EMT&$a$ isn't too sure about him/herself.] +} +EMOTE_INTERESTED_TARGET (entity a, entity t) +{ + emote_interested_target [&EMT&$a$ is interested in what $t$ has to say.] +} +EMOTE_INTERESTED_NOBODY (entity a) +{ + emote_interested_nobody [&EMT&$a$ pays full attention.] +} +EMOTE_INTERESTED_SELF (entity a) +{ + emote_interested_self [&EMT&$a$ is interested in him/herself.] +} +EMOTE_JEALOUS_TARGET (entity a, entity t) +{ + emote_jealous_target [&EMT&$a$ is jealous of $t$.] +} +EMOTE_JEALOUS_NOBODY (entity a) +{ + emote_jealous_nobody [&EMT&$a$ is deep green with jealousy.] +} +EMOTE_JEALOUS_SELF (entity a) +{ + emote_jealous_self [&EMT&$a$ burns with jealousy.] +} +EMOTE_JOYFUL_TARGET (entity a, entity t) +{ + emote_joyful_target [&EMT&$a$ is overjoyed for $t$.] +} +EMOTE_JOYFUL_NOBODY (entity a) +{ + emote_joyful_nobody [&EMT&$a$ makes a joyful noise.] +} +EMOTE_JOYFUL_SELF (entity a) +{ + emote_joyful_self [&EMT&$a$ is overcome with joy.] +} +EMOTE_KIND_TARGET (entity a, entity t) +{ + emote_kind_target [&EMT&$a$ smiles kindly at $t$.] +} +EMOTE_KIND_NOBODY (entity a) +{ + emote_kind_nobody [&EMT&$a$ is kind to everyone. Why not?] +} +EMOTE_KIND_SELF (entity a) +{ + emote_kind_self [&EMT&$a$ remembers kindness starts with being kind to yourself.] +} +EMOTE_LAZY_TARGET (entity a, entity t) +{ + emote_lazy_target [&EMT&$a$ calls $t$ lazy.] +} +EMOTE_LAZY_NOBODY (entity a) +{ + emote_lazy_nobody [&EMT&$a$ lounges about.] +} +EMOTE_LAZY_SELF (entity a) +{ + emote_lazy_self [&EMT&$a$ is being lazy at the moment, try later.] +} +EMOTE_LOATHING_TARGET (entity a, entity t) +{ + emote_loathing_target [&EMT&$a$ regards $t$ with utter contempt and loathing.] +} +EMOTE_LOATHING_NOBODY (entity a) +{ + emote_loathing_nobody [&EMT&$a$ hates you all.] +} +EMOTE_LOATHING_SELF (entity a) +{ + emote_loathing_self [&EMT&$a$ can't stand him/herself.] +} +EMOTE_LOGICAL_TARGET (entity a, entity t) +{ + emote_logical_target [&EMT&$a$ finds $t$ to be very logical.] +} +EMOTE_LOGICAL_NOBODY (entity a) +{ + emote_logical_nobody [&EMT&$a$ looks for the logic here.] +} +EMOTE_LOGICAL_SELF (entity a) +{ + emote_logical_self [&EMT&$a$ makes perfect and logical sense to him/herself.] +} +EMOTE_LONELY_TARGET (entity a, entity t) +{ + emote_lonely_target [&EMT&$a$ keeps $t$ from being lonely.] +} +EMOTE_LONELY_NOBODY (entity a) +{ + emote_lonely_nobody [&EMT&$a$ could use some company.] +} +EMOTE_LONELY_SELF (entity a) +{ + emote_lonely_self [&EMT&$a$ is so lonely s/he is talking to her/himself.] +} +EMOTE_LOUD_TARGET (entity a, entity t) +{ + emote_loud_target [&EMT&$a$ says $t$ is too loud.] +} +EMOTE_LOUD_NOBODY (entity a) +{ + emote_loud_nobody [&EMT&$a$ gets loud and proud.] +} +EMOTE_LOUD_SELF (entity a) +{ + emote_loud_self [&EMT&$a$ pumps up the volume.] +} +EMOTE_LOVE_TARGET (entity a, entity t) +{ + emote_love_target [&EMT&$a$ loves $t$.] +} +EMOTE_LOVE_NOBODY (entity a) +{ + emote_love_nobody [&EMT&$a$ is in love.] +} +EMOTE_LOVE_SELF (entity a) +{ + emote_love_self [&EMT&$a$ checks a mirror. Perfectly loveable.] +} +EMOTE_LOYAL_TARGET (entity a, entity t) +{ + emote_loyal_target [&EMT&$a$ is 100% loyal to $t$.] +} +EMOTE_LOYAL_NOBODY (entity a) +{ + emote_loyal_nobody [&EMT&$a$ is loyal, brave and true.] +} +EMOTE_LOYAL_SELF (entity a) +{ + emote_loyal_self [&EMT&$a$ is loyal to no one but him/herself.] +} +EMOTE_LUSTFUL_TARGET (entity a, entity t) +{ + emote_lustful_target [&EMT&$a$ gives $t$ a look up and down of pure lust.] +} +EMOTE_LUSTFUL_NOBODY (entity a) +{ + emote_lustful_nobody [&EMT&$a$ has a lusty look about him/her.] +} +EMOTE_LUSTFUL_SELF (entity a) +{ + emote_lustful_self [&EMT&$a$ lusts after him/herself, which helps his/her ego.] +} +EMOTE_MALEVOLENT_TARGET (entity a, entity t) +{ + emote_malevolent_target [&EMT&$a$ studies $t$ malevolently.] +} +EMOTE_MALEVOLENT_NOBODY (entity a) +{ + emote_malevolent_nobody [&EMT&$a$ carries an expression of intense hatred.] +} +EMOTE_MALEVOLENT_SELF (entity a) +{ + emote_malevolent_self [&EMT&$a$ is quite capable of evil.] +} +EMOTE_MALICIOUS_TARGET (entity a, entity t) +{ + emote_malicious_target [&EMT&$a$ taunts $t$ maliciously.] +} +EMOTE_MALICIOUS_NOBODY (entity a) +{ + emote_malicious_nobody [&EMT&$a$ seeks to cause trouble.] +} +EMOTE_MALICIOUS_SELF (entity a) +{ + emote_malicious_self [&EMT&$a$ really means to be that malicious.] +} +EMOTE_MEAN_TARGET (entity a, entity t) +{ + emote_mean_target [&EMT&$a$ is mean to $t$.] +} +EMOTE_MEAN_NOBODY (entity a) +{ + emote_mean_nobody [&EMT&$a$ is so mean.] +} +EMOTE_MEAN_SELF (entity a) +{ + emote_mean_self [&EMT&$a$ is the meanest homin around.] +} +EMOTE_MEGALOMANIAC_TARGET (entity a, entity t) +{ + emote_megalomaniac_target [&EMT&$a$ claims $t$ is a megalomaniac.] +} +EMOTE_MEGALOMANIAC_NOBODY (entity a) +{ + emote_megalomaniac_nobody [&EMT&$a$ is the best, without doubt.] +} +EMOTE_MEGALOMANIAC_SELF (entity a) +{ + emote_megalomaniac_self [&EMT&$a$ says, "I'm just the best. No doubt about it."] +} +EMOTE_MERCIFUL_TARGET (entity a, entity t) +{ + emote_merciful_target [&EMT&$a$ shows $t$ some mercy.] +} +EMOTE_MERCIFUL_NOBODY (entity a) +{ + emote_merciful_nobody [&EMT&$a$ is merciful.] +} +EMOTE_MERCIFUL_SELF (entity a) +{ + emote_merciful_self [&EMT&$a$ takes mercy on him/herself.] +} +EMOTE_MISCHIEVOUS_TARGET (entity a, entity t) +{ + emote_mischievous_target [&EMT&$a$ smiles mischieviously at $t$.] +} +EMOTE_MISCHIEVOUS_NOBODY (entity a) +{ + emote_mischievous_nobody [&EMT&$a$ is up to something.] +} +EMOTE_MISCHIEVOUS_SELF (entity a) +{ + emote_mischievous_self [&EMT&$a$ has trouble in mind, and a plan at hand.] +} +EMOTE_MOCKING_TARGET (entity a, entity t) +{ + emote_mocking_target [&EMT&$a$ starts mocking $t$, doing everything s/he does.] +} +EMOTE_MOCKING_NOBODY (entity a) +{ + emote_mocking_nobody [&EMT&$a$ mocks the people around him/her.] +} +EMOTE_MOCKING_SELF (entity a) +{ + emote_mocking_self [&EMT&$a$ mocks him/herself, doing a perfect imitation.] +} +EMOTE_NERVOUS_TARGET (entity a, entity t) +{ + emote_nervous_target [&EMT&$a$ tells $t$ s/he is making him/her nervous.] +} +EMOTE_NERVOUS_NOBODY (entity a) +{ + emote_nervous_nobody [&EMT&$a$ paces nervously.] +} +EMOTE_NERVOUS_SELF (entity a) +{ + emote_nervous_self [&EMT&$a$ makes him/herself nervous.] +} +EMOTE_NEUTRAL_TARGET (entity a, entity t) +{ + emote_neutral_target [&EMT&$a$ is neutral in this matter, $t$.] +} +EMOTE_NEUTRAL_NOBODY (entity a) +{ + emote_neutral_nobody [&EMT&$a$ is neutral.] +} +EMOTE_NEUTRAL_SELF (entity a) +{ + emote_neutral_self [&EMT&$a$ refuses to take sides.] +} +EMOTE_NICE_TARGET (entity a, entity t) +{ + emote_nice_target [&EMT&$a$ tells $t$ how nice s/he is.] +} +EMOTE_NICE_NOBODY (entity a) +{ + emote_nice_nobody [&EMT&$a$ is nice.] +} +EMOTE_NICE_SELF (entity a) +{ + emote_nice_self [&EMT&$a$ is one of the nicest homins s/he knows.] +} +EMOTE_NOCLUE_TARGET (entity a, entity t) +{ + emote_noclue_target [&EMT&$a$ shrugs at $t$, because s/he has no clue.] +} +EMOTE_NOCLUE_NOBODY (entity a) +{ + emote_noclue_nobody [&EMT&$a$ hasn't a clue.] +} +EMOTE_NOCLUE_SELF (entity a) +{ + emote_noclue_self [&EMT&$a$ is clueless.] +} +EMOTE_NONE_TARGET (entity a, entity t) +{ + emote_none_target [&EMT&$a$ is in no mood for $t$'s antics.] +} +EMOTE_NONE_NOBODY (entity a) +{ + emote_none_nobody [&EMT&$a$ isn't in the mood to do anything.] +} +EMOTE_NONE_SELF (entity a) +{ + emote_none_self [&EMT&$a$ hasn't decided what to do.] +} +EMOTE_NOSTALGIC_TARGET (entity a, entity t) +{ + emote_nostalgic_target [&EMT&$a$ reminices with $t$.] +} +EMOTE_NOSTALGIC_NOBODY (entity a) +{ + emote_nostalgic_nobody [&EMT&$a$ gets nostalgic and wants to tell a story.] +} +EMOTE_NOSTALGIC_SELF (entity a) +{ + emote_nostalgic_self [&EMT&$a$ reminices quietly to him/herself.] +} +EMOTE_OBNOXIOUS_TARGET (entity a, entity t) +{ + emote_obnoxious_target [&EMT&$a$ finds $t$ obnoxious.] +} +EMOTE_OBNOXIOUS_NOBODY (entity a) +{ + emote_obnoxious_nobody [&EMT&$a$ gets obnoxious] +} +EMOTE_OBNOXIOUS_SELF (entity a) +{ + emote_obnoxious_self [&EMT&$a$ is so obnoxious, s/he can barely stand him/herself.] +} +EMOTE_OBSCURE_TARGET (entity a, entity t) +{ + emote_obscure_target [&EMT&$a$ impresses $t$ with obscure facts.] +} +EMOTE_OBSCURE_NOBODY (entity a) +{ + emote_obscure_nobody [&EMT&$a$ has a mind for the obscure.] +} +EMOTE_OBSCURE_SELF (entity a) +{ + emote_obscure_self [&EMT&$a$ knows some really obscure stuff.] +} +EMOTE_OBSESSED_TARGET (entity a, entity t) +{ + emote_obsessed_target [&EMT&$a$ is obsessed with $t$.] +} +EMOTE_OBSESSED_NOBODY (entity a) +{ + emote_obsessed_nobody [&EMT&$a$ obsesses quietly over something.. Or someone.] +} +EMOTE_OBSESSED_SELF (entity a) +{ + emote_obsessed_self [&EMT&$a$ looks preoccupied, probably obsessed with something or other.] +} +EMOTE_OFFENDED_TARGET (entity a, entity t) +{ + emote_offended_target [&EMT&$a$ is so offended because of $t$.] +} +EMOTE_OFFENDED_NOBODY (entity a) +{ + emote_offended_nobody [&EMT&$a$ is definitely offended at the goings on here.] +} +EMOTE_OFFENDED_SELF (entity a) +{ + emote_offended_self [&EMT&$a$ will probably be offended.] +} +EMOTE_OPTIMISTIC_TARGET (entity a, entity t) +{ + emote_optimistic_target [&EMT&$a$ tells $t$ things could always be worse] +} +EMOTE_OPTIMISTIC_NOBODY (entity a) +{ + emote_optimistic_nobody [&EMT&$a$ remains optimistic.] +} +EMOTE_OPTIMISTIC_SELF (entity a) +{ + emote_optimistic_self [&EMT&$a$ thinks things will work.] +} +EMOTE_OVER_TARGET (entity a, entity t) +{ + emote_over_target [&EMT&$a$ is over $t$.] +} +EMOTE_OVER_NOBODY (entity a) +{ + emote_over_nobody [&EMT&$a$ says, "Get over it."] +} +EMOTE_OVER_SELF (entity a) +{ + emote_over_self [&EMT&$a$ tells him/herself to get over it.] +} +EMOTE_PACIFIC_TARGET (entity a, entity t) +{ + emote_pacific_target [&EMT&$a$ tells $t$ to "Chill out, man. Watch the waves, fer sure."] +} +EMOTE_PACIFIC_NOBODY (entity a) +{ + emote_pacific_nobody [&EMT&$a$ catches a wave. Surf's up, dudes!] +} +EMOTE_PACIFIC_SELF (entity a) +{ + emote_pacific_self [&EMT&$a$ looks for a beach.] +} +EMOTE_PAINFUL_TARGET (entity a, entity t) +{ + emote_painful_target [&EMT&$a$ realizes this is painful, $t$.] +} +EMOTE_PAINFUL_NOBODY (entity a) +{ + emote_painful_nobody [&EMT&$a$ ouches.] +} +EMOTE_PAINFUL_SELF (entity a) +{ + emote_painful_self [&EMT&$a$ is very wounded, and yes, it hurts.] +} +EMOTE_PANIC_TARGET (entity a, entity t) +{ + emote_panic_target [&EMT&$a$ panics, right in front of $t$.] +} +EMOTE_PANIC_NOBODY (entity a) +{ + emote_panic_nobody [&EMT&$a$ panics.] +} +EMOTE_PANIC_SELF (entity a) +{ + emote_panic_self [&EMT&$a$ puts him/herself into a panic.] +} +EMOTE_PATIENT_TARGET (entity a, entity t) +{ + emote_patient_target [&EMT&$a$ is patient with $t$.] +} +EMOTE_PATIENT_NOBODY (entity a) +{ + emote_patient_nobody [&EMT&$a$ waits patiently.] +} +EMOTE_PATIENT_SELF (entity a) +{ + emote_patient_self [&EMT&$a$ shows the patience worthy of a Jena disciple.] +} +EMOTE_PATRIOTIC_TARGET (entity a, entity t) +{ + emote_patriotic_target [&EMT&$a$ wonders if $t$ has any patrotism these days.] +} +EMOTE_PATRIOTIC_NOBODY (entity a) +{ + emote_patriotic_nobody [&EMT&$a$ shows devotion to his/her home city.] +} +EMOTE_PATRIOTIC_SELF (entity a) +{ + emote_patriotic_self [&EMT&$a$ waves a flag.] +} +EMOTE_PEDANTIC_TARGET (entity a, entity t) +{ + emote_pedantic_target [&EMT&$a$ lectures $t$ pedantically.] +} +EMOTE_PEDANTIC_NOBODY (entity a) +{ + emote_pedantic_nobody [&EMT&$a$ refuses to use his/her imagination.] +} +EMOTE_PEDANTIC_SELF (entity a) +{ + emote_pedantic_self [&EMT&$a$ keeps a narrow view, and likes it that way.] +} +EMOTE_PERTURBED_TARGET (entity a, entity t) +{ + emote_perturbed_target [&EMT&$a$ is perturbed at $t$.] +} +EMOTE_PERTURBED_NOBODY (entity a) +{ + emote_perturbed_nobody [&EMT&$a$ has a peturbed scowl.] +} +EMOTE_PERTURBED_SELF (entity a) +{ + emote_perturbed_self [&EMT&$a$ is just not pleased.] +} +EMOTE_PESSIMISTIC_TARGET (entity a, entity t) +{ + emote_pessimistic_target [&EMT&$a$ doesn't think it'll work, $t$.] +} +EMOTE_PESSIMISTIC_NOBODY (entity a) +{ + emote_pessimistic_nobody [&EMT&$a$ is everything but optimistic.] +} +EMOTE_PESSIMISTIC_SELF (entity a) +{ + emote_pessimistic_self [&EMT&$a$ knows it isn't going to work.] +} +EMOTE_PETULANT_TARGET (entity a, entity t) +{ + emote_petulant_target [&EMT&$a$ goes on at $t$ petuantly over the topic.] +} +EMOTE_PETULANT_NOBODY (entity a) +{ + emote_petulant_nobody [&EMT&$a$ gets insolent.] +} +EMOTE_PETULANT_SELF (entity a) +{ + emote_petulant_self [&EMT&$a$ is known for his/her ill sort of humor.] +} +EMOTE_PHILOSOPHICAL_TARGET (entity a, entity t) +{ + emote_philosophical_target [&EMT&$a$ waxes philosophical with $t$.] +} +EMOTE_PHILOSOPHICAL_NOBODY (entity a) +{ + emote_philosophical_nobody [&EMT&$a$ contemplates the meaning of many things.] +} +EMOTE_PHILOSOPHICAL_SELF (entity a) +{ + emote_philosophical_self [&EMT&$a$ comes up with a few theories.] +} +EMOTE_PITYING_TARGET (entity a, entity t) +{ + emote_pitying_target [&EMT&$a$ gives $t$ a pitying look.] +} +EMOTE_PITYING_NOBODY (entity a) +{ + emote_pitying_nobody [&EMT&$a$ pities you all.] +} +EMOTE_PITYING_SELF (entity a) +{ + emote_pitying_self [&EMT&$a$ is in a self-pitying mood, don't mind him/her.] +} +EMOTE_PLAYFUL_TARGET (entity a, entity t) +{ + emote_playful_target [&EMT&$a$ eyes $t$ playfully.] +} +EMOTE_PLAYFUL_NOBODY (entity a) +{ + emote_playful_nobody [&EMT&$a$ is in a playful mood.] +} +EMOTE_PLAYFUL_SELF (entity a) +{ + emote_playful_self [&EMT&$a$ toys with random objects idly.] +} +EMOTE_PLEASED_TARGET (entity a, entity t) +{ + emote_pleased_target [&EMT&$a$ is pleased with $t$.] +} +EMOTE_PLEASED_NOBODY (entity a) +{ + emote_pleased_nobody [&EMT&$a$ smiles, pleased.] +} +EMOTE_PLEASED_SELF (entity a) +{ + emote_pleased_self [&EMT&$a$ is clearly pleased with him/herself.] +} +EMOTE_POINT_TARGET (entity a, entity t) +{ + emote_point_target [&EMT&$a$ points at $t$.] +} +EMOTE_POINT_NOBODY (entity a) +{ + emote_point_nobody [&EMT&$a$ points.] +} +EMOTE_POINT_SELF (entity a) +{ + emote_point_self [&EMT&$a$ points at him/herself. "Me."] +} +EMOTE_POINTBACK_TARGET (entity a, entity t) +{ + emote_pointback_target [&EMT&$a$ points behind him/herself. "Back there, $t$."] +} +EMOTE_POINTBACK_NOBODY (entity a) +{ + emote_pointback_nobody [&EMT&$a$ points back there.] +} +EMOTE_POINTBACK_SELF (entity a) +{ + emote_pointback_self [&EMT&$a$ points behind him/herself. "I was just over there."] +} +EMOTE_POINTFRONT_TARGET (entity a, entity t) +{ + emote_pointfront_target [&EMT&$a$ points right in front of him/herself. "Straight ahead, $t$."] +} +EMOTE_POINTFRONT_NOBODY (entity a) +{ + emote_pointfront_nobody [&EMT&$a$ points straight ahead.] +} +EMOTE_POINTFRONT_SELF (entity a) +{ + emote_pointfront_self [&EMT&$a$ points straight ahead. "I'm going there."] +} +EMOTE_POINTLEFT_TARGET (entity a, entity t) +{ + emote_pointleft_target [&EMT&$a$ points left. "That way, $t$."] +} +EMOTE_POINTLEFT_NOBODY (entity a) +{ + emote_pointleft_nobody [&EMT&$a$ points left. That way.] +} +EMOTE_POINTLEFT_SELF (entity a) +{ + emote_pointleft_self [&EMT&$a$ points left. "I'm going that way."] +} +EMOTE_POINTRIGHT_TARGET (entity a, entity t) +{ + emote_pointright_target [&EMT&$a$ points right. "This way, $t$."] +} +EMOTE_POINTRIGHT_NOBODY (entity a) +{ + emote_pointright_nobody [&EMT&$a$ points right. This way.] +} +EMOTE_POINTRIGHT_SELF (entity a) +{ + emote_pointright_self [&EMT&$a$ points right. "I'm going this way."] +} +EMOTE_POLITE_TARGET (entity a, entity t) +{ + emote_polite_target [&EMT&$a$ smiles politely at $t$.] +} +EMOTE_POLITE_NOBODY (entity a) +{ + emote_polite_nobody [&EMT&$a$ waits politely.] +} +EMOTE_POLITE_SELF (entity a) +{ + emote_polite_self [&EMT&$a$ is much too polite to do anything to anyone.] +} +EMOTE_POMPOUS_TARGET (entity a, entity t) +{ + emote_pompous_target [&EMT&$a$ calls $t$ a pompous showoff.] +} +EMOTE_POMPOUS_NOBODY (entity a) +{ + emote_pompous_nobody [&EMT&$a$ struts about pompously.] +} +EMOTE_POMPOUS_SELF (entity a) +{ + emote_pompous_self [&EMT&$a$ puffs up, thinking him/herself the greatest there is.] +} +EMOTE_POWERFUL_TARGET (entity a, entity t) +{ + emote_powerful_target [&EMT&$a$ knows $t$ is powerful.] +} +EMOTE_POWERFUL_NOBODY (entity a) +{ + emote_powerful_nobody [&EMT&$a$ radiates power.] +} +EMOTE_POWERFUL_SELF (entity a) +{ + emote_powerful_self [&EMT&$a$ is the most powerful in the area!] +} +EMOTE_PRAYING_TARGET (entity a, entity t) +{ + emote_praying_target [&EMT&$a$ seeks Jena's enlightenment for $t$.] +} +EMOTE_PRAYING_NOBODY (entity a) +{ + emote_praying_nobody [&EMT&$a$ looks to Jena for guidance.] +} +EMOTE_PRAYING_SELF (entity a) +{ + emote_praying_self [&EMT&$a$ appears to need divine intervention.] +} +EMOTE_PROUD_TARGET (entity a, entity t) +{ + emote_proud_target [&EMT&$a$ is so proud of $t$.] +} +EMOTE_PROUD_NOBODY (entity a) +{ + emote_proud_nobody [&EMT&$a$ stands proud and beams.] +} +EMOTE_PROUD_SELF (entity a) +{ + emote_proud_self [&EMT&$a$ looks proud of him/herself.] +} +EMOTE_PROVOCATIVE_TARGET (entity a, entity t) +{ + emote_provocative_target [&EMT&$a$ attempts to provoke $t$.] +} +EMOTE_PROVOCATIVE_NOBODY (entity a) +{ + emote_provocative_nobody [&EMT&$a$ strikes a provocative pose.] +} +EMOTE_PROVOCATIVE_SELF (entity a) +{ + emote_provocative_self [&EMT&$a$ is fairly easy to provoke at the moment.] +} +EMOTE_PUZZLED_TARGET (entity a, entity t) +{ + emote_puzzled_target [&EMT&$a$ eyes $t$ with a puzzled look.] +} +EMOTE_PUZZLED_NOBODY (entity a) +{ + emote_puzzled_nobody [&EMT&$a$ is trying to figure something out.] +} +EMOTE_PUZZLED_SELF (entity a) +{ + emote_puzzled_self [&EMT&$a$ occasionally manages to even puzzle him/herself.] +} +EMOTE_QUIET_TARGET (entity a, entity t) +{ + emote_quiet_target [&EMT&$a$ needs $t$ to be quiet.] +} +EMOTE_QUIET_NOBODY (entity a) +{ + emote_quiet_nobody [&EMT&$a$ gets quiet.] +} +EMOTE_QUIET_SELF (entity a) +{ + emote_quiet_self [&EMT&$a$ stays quiet.] +} +EMOTE_READY_TARGET (entity a, entity t) +{ + emote_ready_target [&EMT&$a$ turns to $t$. "Ready?"] +} +EMOTE_READY_NOBODY (entity a) +{ + emote_ready_nobody [&EMT&$a$ is ready for anything.] +} +EMOTE_READY_SELF (entity a) +{ + emote_ready_self [&EMT&$a$ lets everyone know s/he is ready.] +} +EMOTE_REASSURED_TARGET (entity a, entity t) +{ + emote_reassured_target [&EMT&$a$ nods to $t$, reassured.] +} +EMOTE_REASSURED_NOBODY (entity a) +{ + emote_reassured_nobody [&EMT&$a$ finds the situation reassuring.] +} +EMOTE_REASSURED_SELF (entity a) +{ + emote_reassured_self [&EMT&$a$ has no worries, and is reassured.] +} +EMOTE_REBELLIOUS_TARGET (entity a, entity t) +{ + emote_rebellious_target [&EMT&$a$ tries to get $t$ to rebel.] +} +EMOTE_REBELLIOUS_NOBODY (entity a) +{ + emote_rebellious_nobody [&EMT&$a$ looks to incite a rebellion.] +} +EMOTE_REBELLIOUS_SELF (entity a) +{ + emote_rebellious_self [&EMT&$a$ decides to become a rebel, perhaps with a cause.] +} +EMOTE_RECKLESS_TARGET (entity a, entity t) +{ + emote_reckless_target [&EMT&$a$ proceeds, without regard to $t$.] +} +EMOTE_RECKLESS_NOBODY (entity a) +{ + emote_reckless_nobody [&EMT&$a$ charges onward recklessly.] +} +EMOTE_RECKLESS_SELF (entity a) +{ + emote_reckless_self [&EMT&$a$ goes full speed ahead, without any thought.] +} +EMOTE_REGRETFUL_TARGET (entity a, entity t) +{ + emote_regretful_target [&EMT&$a$ knows $t$ is going to regret it.] +} +EMOTE_REGRETFUL_NOBODY (entity a) +{ + emote_regretful_nobody [&EMT&$a$ knows s/he is going to regret this.] +} +EMOTE_REGRETFUL_SELF (entity a) +{ + emote_regretful_self [&EMT&$a$ regrets what s/he did, immediately.] +} +EMOTE_RELAXED_TARGET (entity a, entity t) +{ + emote_relaxed_target [&EMT&$a$ is relaxed and thinks $t$ needs to relax, too.] +} +EMOTE_RELAXED_NOBODY (entity a) +{ + emote_relaxed_nobody [&EMT&$a$ is perfectly relaxed.] +} +EMOTE_RELAXED_SELF (entity a) +{ + emote_relaxed_self [&EMT&$a$ always finds a way to relax.] +} +EMOTE_RELIEVED_TARGET (entity a, entity t) +{ + emote_relieved_target [&EMT&$a$ sighs, relieved at $t$.] +} +EMOTE_RELIEVED_NOBODY (entity a) +{ + emote_relieved_nobody [&EMT&$a$ is relieved.] +} +EMOTE_RELIEVED_SELF (entity a) +{ + emote_relieved_self [&EMT&$a$ feels a wave of relief wash over him/her.] +} +EMOTE_RELUCTANT_TARGET (entity a, entity t) +{ + emote_reluctant_target [&EMT&$a$ follows $t$ reluctantly.] +} +EMOTE_RELUCTANT_NOBODY (entity a) +{ + emote_reluctant_nobody [&EMT&$a$ goes along, reluctantly.] +} +EMOTE_RELUCTANT_SELF (entity a) +{ + emote_reluctant_self [&EMT&$a$ doesn't really want to do this, but is anyway.] +} +EMOTE_REMORSEFUL_TARGET (entity a, entity t) +{ + emote_remorseful_target [&EMT&$a$ feels bad for $t$.] +} +EMOTE_REMORSEFUL_NOBODY (entity a) +{ + emote_remorseful_nobody [&EMT&$a$ looks down, remorseful.] +} +EMOTE_REMORSEFUL_SELF (entity a) +{ + emote_remorseful_self [&EMT&$a$ shows signs of remorse.] +} +EMOTE_RESIGNED_TARGET (entity a, entity t) +{ + emote_resigned_target [&EMT&$a$ gives in to $t$.] +} +EMOTE_RESIGNED_NOBODY (entity a) +{ + emote_resigned_nobody [&EMT&$a$ resigns.] +} +EMOTE_RESIGNED_SELF (entity a) +{ + emote_resigned_self [&EMT&$a$ is resigned to the inevitable.] +} +EMOTE_RESPECTFUL_TARGET (entity a, entity t) +{ + emote_respectful_target [&EMT&$a$ respects $t$.] +} +EMOTE_RESPECTFUL_NOBODY (entity a) +{ + emote_respectful_nobody [&EMT&$a$ stays quiet, in a respectful fashion.] +} +EMOTE_RESPECTFUL_SELF (entity a) +{ + emote_respectful_self [&EMT&$a$ stays quiet, in a respectful fashion.] +} +EMOTE_REVENGEFUL_TARGET (entity a, entity t) +{ + emote_revengeful_target [&EMT&$a$ enacts his/her plan of revenge on $t$.] +} +EMOTE_REVENGEFUL_NOBODY (entity a) +{ + emote_revengeful_nobody [&EMT&$a$ takes revenge.] +} +EMOTE_REVENGEFUL_SELF (entity a) +{ + emote_revengeful_self [&EMT&$a$ will have his/her revenge! Just you wait!] +} +EMOTE_RIDICULE_TARGET (entity a, entity t) +{ + emote_ridicule_target [&EMT&$a$ makes fun of $t$.] +} +EMOTE_RIDICULE_NOBODY (entity a) +{ + emote_ridicule_nobody [&EMT&$a$ thinks things are getting ridiculous.] +} +EMOTE_RIDICULE_SELF (entity a) +{ + emote_ridicule_self [&EMT&$a$ makes fun of him/herself before someone else does.] +} +EMOTE_RIGHTEOUS_TARGET (entity a, entity t) +{ + emote_righteous_target [&EMT&$a$ unleashes a fury of righteousness on $t$.] +} +EMOTE_RIGHTEOUS_NOBODY (entity a) +{ + emote_righteous_nobody [&EMT&$a$ walks along a path of righteousness.] +} +EMOTE_RIGHTEOUS_SELF (entity a) +{ + emote_righteous_self [&EMT&$a$ is free from guilt or sin.] +} +EMOTE_ROMANTIC_TARGET (entity a, entity t) +{ + emote_romantic_target [&EMT&$a$ composes an epic, romantic ode to $t$.] +} +EMOTE_ROMANTIC_NOBODY (entity a) +{ + emote_romantic_nobody [&EMT&$a$ breaks out the candles, flowers, and liquor.] +} +EMOTE_ROMANTIC_SELF (entity a) +{ + emote_romantic_self [&EMT&$a$ treats him/herself to something special.] +} +EMOTE_RUDE_TARGET (entity a, entity t) +{ + emote_rude_target [&EMT&$a$ makes a rude gesture at $t$.] +} +EMOTE_RUDE_NOBODY (entity a) +{ + emote_rude_nobody [&EMT&$a$ snorts rudely.] +} +EMOTE_RUDE_SELF (entity a) +{ + emote_rude_self [&EMT&$a$ isn't paying attention to you. How rude.] +} +EMOTE_SAD_TARGET (entity a, entity t) +{ + emote_sad_target [&EMT&$a$ shakes his/her head sadly at $t$.] +} +EMOTE_SAD_NOBODY (entity a) +{ + emote_sad_nobody [&EMT&$a$ looks around sadly.] +} +EMOTE_SAD_SELF (entity a) +{ + emote_sad_self [&EMT&$a$ could probably use some cheering up.] +} +EMOTE_SARCASTIC_TARGET (entity a, entity t) +{ + emote_sarcastic_target [&EMT&$a$ wonders if $t$ was being sarcastic.] +} +EMOTE_SARCASTIC_NOBODY (entity a) +{ + emote_sarcastic_nobody [&EMT&$a$ smiles sarcastically.] +} +EMOTE_SARCASTIC_SELF (entity a) +{ + emote_sarcastic_self [&EMT&$a$ was being sarcastic.] +} +EMOTE_SCARED_TARGET (entity a, entity t) +{ + emote_scared_target [&EMT&$a$ is scared of $t$.] +} +EMOTE_SCARED_NOBODY (entity a) +{ + emote_scared_nobody [&EMT&$a$ trembles, just a bit scared.] +} +EMOTE_SCARED_SELF (entity a) +{ + emote_scared_self [&EMT&$a$ scares him/herself. Boo!] +} +EMOTE_SCOLDING_TARGET (entity a, entity t) +{ + emote_scolding_target [&EMT&$a$ scolds $t$. Bad $t$!] +} +EMOTE_SCOLDING_NOBODY (entity a) +{ + emote_scolding_nobody [&EMT&$a$ looks ready to chew someone out.] +} +EMOTE_SCOLDING_SELF (entity a) +{ + emote_scolding_self [&EMT&$a$ chastises him/herself. "Bad me."] +} +EMOTE_SEDATE_TARGET (entity a, entity t) +{ + emote_sedate_target [&EMT&$a$ sedates $t$.] +} +EMOTE_SEDATE_NOBODY (entity a) +{ + emote_sedate_nobody [&EMT&$a$ is quite sedate.] +} +EMOTE_SEDATE_SELF (entity a) +{ + emote_sedate_self [&EMT&$a$ needs to be sedated.] +} +EMOTE_SELFISH_TARGET (entity a, entity t) +{ + emote_selfish_target [&EMT&$a$ considers $t$ selfish.] +} +EMOTE_SELFISH_NOBODY (entity a) +{ + emote_selfish_nobody [&EMT&$a$ thinks selfish thoughts.] +} +EMOTE_SELFISH_SELF (entity a) +{ + emote_selfish_self [&EMT&$a$ is being selfish right now.] +} +EMOTE_SERIOUS_TARGET (entity a, entity t) +{ + emote_serious_target [&EMT&$a$ tells $t$ to be serious.] +} +EMOTE_SERIOUS_NOBODY (entity a) +{ + emote_serious_nobody [&EMT&$a$ gets serious.] +} +EMOTE_SERIOUS_SELF (entity a) +{ + emote_serious_self [&EMT&$a$ straightens up and acts serious.] +} +EMOTE_SHAMELESS_TARGET (entity a, entity t) +{ + emote_shameless_target [&EMT&$a$ wonders if $t$ has any shame whatsoever.] +} +EMOTE_SHAMELESS_NOBODY (entity a) +{ + emote_shameless_nobody [&EMT&$a$ has no shame.] +} +EMOTE_SHAMELESS_SELF (entity a) +{ + emote_shameless_self [&EMT&$a$ struts shamelessly.] +} +EMOTE_SHEEPISH_TARGET (entity a, entity t) +{ + emote_sheepish_target [&EMT&$a$ looks sheepishly at $t$.] +} +EMOTE_SHEEPISH_NOBODY (entity a) +{ + emote_sheepish_nobody [&EMT&$a$ looks suddenly sheepish.] +} +EMOTE_SHEEPISH_SELF (entity a) +{ + emote_sheepish_self [&EMT&$a$ shuffles his/her foot and looks sheepish.] +} +EMOTE_SHIFTY_TARGET (entity a, entity t) +{ + emote_shifty_target [&EMT&$a$ regards $t$ as shifty.] +} +EMOTE_SHIFTY_NOBODY (entity a) +{ + emote_shifty_nobody [&EMT&$a$ shifts, perhaps suspiciously, or perhaps tectonically.] +} +EMOTE_SHIFTY_SELF (entity a) +{ + emote_shifty_self [&EMT&$a$ looks around like a shifty sort.] +} +EMOTE_SHOCKED_TARGET (entity a, entity t) +{ + emote_shocked_target [&EMT&$a$ looks shocked at $t$.] +} +EMOTE_SHOCKED_NOBODY (entity a) +{ + emote_shocked_nobody [&EMT&$a$ is shocking.] +} +EMOTE_SHOCKED_SELF (entity a) +{ + emote_shocked_self [&EMT&$a$ is too shocked to respond.] +} +EMOTE_SHUTUP_TARGET (entity a, entity t) +{ + emote_shutup_target [&EMT&$a$ wants $t$ to shut up.] +} +EMOTE_SHUTUP_NOBODY (entity a) +{ + emote_shutup_nobody [&EMT&$a$ is having problems thinking clearly. Could everyone please shut up?] +} +EMOTE_SHUTUP_SELF (entity a) +{ + emote_shutup_self [&EMT&$a$ mutters that s/he should probably shut up now.] +} +EMOTE_SHY_TARGET (entity a, entity t) +{ + emote_shy_target [&EMT&$a$ glances shyly at $t$] +} +EMOTE_SHY_NOBODY (entity a) +{ + emote_shy_nobody [&EMT&$a$ is not saying much.] +} +EMOTE_SHY_SELF (entity a) +{ + emote_shy_self [&EMT&$a$ mumbles quietly about being very shy.] +} +EMOTE_SIGH_TARGET (entity a, entity t) +{ + emote_sigh_target [&EMT&$a$ sighs loudly at $t$.] +} +EMOTE_SIGH_NOBODY (entity a) +{ + emote_sigh_nobody [&EMT&$a$ sighs.] +} +EMOTE_SIGH_SELF (entity a) +{ + emote_sigh_self [&EMT&$a$ sighs softly to him/herself.] +} +EMOTE_SILENCE_TARGET (entity a, entity t) +{ + emote_silence_target [&EMT&$a$ motions at $t$. Shh.] +} +EMOTE_SILENCE_NOBODY (entity a) +{ + emote_silence_nobody [&EMT&$a$ calls for silence.] +} +EMOTE_SILENCE_SELF (entity a) +{ + emote_silence_self [&EMT&$a$ hasn't said anything.] +} +EMOTE_SILLY_TARGET (entity a, entity t) +{ + emote_silly_target [&EMT&$a$ calls $t$ silly.] +} +EMOTE_SILLY_NOBODY (entity a) +{ + emote_silly_nobody [&EMT&$a$ finds this silly.] +} +EMOTE_SILLY_SELF (entity a) +{ + emote_silly_self [&EMT&$a$ is silly, and knows it.] +} +EMOTE_SINCERELY_TARGET (entity a, entity t) +{ + emote_sincerely_target [&EMT&$a$ nods sincerely to $t$.] +} +EMOTE_SINCERELY_NOBODY (entity a) +{ + emote_sincerely_nobody [&EMT&$a$ means what s/he says.] +} +EMOTE_SINCERELY_SELF (entity a) +{ + emote_sincerely_self [&EMT&$a$ is sincere.] +} +EMOTE_SLEEPY_TARGET (entity a, entity t) +{ + emote_sleepy_target [&EMT&$a$ wonders if $t$ is sleepy.] +} +EMOTE_SLEEPY_NOBODY (entity a) +{ + emote_sleepy_nobody [&EMT&$a$ is becoming sleepy.] +} +EMOTE_SLEEPY_SELF (entity a) +{ + emote_sleepy_self [&EMT&$a$ yawns and stretches. Perhaps it's time for bed.] +} +EMOTE_SLY_TARGET (entity a, entity t) +{ + emote_sly_target [&EMT&$a$ gives $t$ a sly glance.] +} +EMOTE_SLY_NOBODY (entity a) +{ + emote_sly_nobody [&EMT&$a$ eyes the area, subtly.] +} +EMOTE_SLY_SELF (entity a) +{ + emote_sly_self [&EMT&$a$ lets out a slow, sly smile. What is s/he up to?] +} +EMOTE_SMACK_TARGET (entity a, entity t) +{ + emote_smack_target [&EMT&$a$ smacks $t$ around.] +} +EMOTE_SMACK_NOBODY (entity a) +{ + emote_smack_nobody [&EMT&$a$ gets ready to smack someone.] +} +EMOTE_SMACK_SELF (entity a) +{ + emote_smack_self [&EMT&$a$ smacks him/herself, then realizes that hurts and stops.] +} +EMOTE_SMUG_TARGET (entity a, entity t) +{ + emote_smug_target [&EMT&$a$ smirks smugly at $t$.] +} +EMOTE_SMUG_NOBODY (entity a) +{ + emote_smug_nobody [&EMT&$a$ looks smug.] +} +EMOTE_SMUG_SELF (entity a) +{ + emote_smug_self [&EMT&$a$ smirks.] +} +EMOTE_SORRY_TARGET (entity a, entity t) +{ + emote_sorry_target [&EMT&$a$ is sorry, $t$. Please forgive him/her?] +} +EMOTE_SORRY_NOBODY (entity a) +{ + emote_sorry_nobody [&EMT&$a$ apologizes.] +} +EMOTE_SORRY_SELF (entity a) +{ + emote_sorry_self [&EMT&$a$ is in a sorry mess.] +} +EMOTE_SPITEFUL_TARGET (entity a, entity t) +{ + emote_spiteful_target [&EMT&$a$ does it to spite $t$.] +} +EMOTE_SPITEFUL_NOBODY (entity a) +{ + emote_spiteful_nobody [&EMT&$a$ needs to get back at someone.] +} +EMOTE_SPITEFUL_SELF (entity a) +{ + emote_spiteful_self [&EMT&$a$ is just being spiteful.] +} +EMOTE_SQUEAMISH_TARGET (entity a, entity t) +{ + emote_squeamish_target [&EMT&$a$ squirms at $t$.] +} +EMOTE_SQUEAMISH_NOBODY (entity a) +{ + emote_squeamish_nobody [&EMT&$a$ squirms at something.] +} +EMOTE_SQUEAMISH_SELF (entity a) +{ + emote_squeamish_self [&EMT&$a$ is squeamish.] +} +EMOTE_STOP_TARGET (entity a, entity t) +{ + emote_stop_target [&EMT&$a$ wants $t$ to stop.] +} +EMOTE_STOP_NOBODY (entity a) +{ + emote_stop_nobody [&EMT&$a$ yells "Stop!"] +} +EMOTE_STOP_SELF (entity a) +{ + emote_stop_self [&EMT&$a$ stops him/herself from doing something foolish.] +} +EMOTE_STRONG_TARGET (entity a, entity t) +{ + emote_strong_target [&EMT&$a$ bets $t$ is really strong.] +} +EMOTE_STRONG_NOBODY (entity a) +{ + emote_strong_nobody [&EMT&$a$ is the strongest in the area!] +} +EMOTE_STRONG_SELF (entity a) +{ + emote_strong_self [&EMT&$a$ flexes.] +} +EMOTE_STUBBORN_TARGET (entity a, entity t) +{ + emote_stubborn_target [&EMT&$a$ glares stubbornly at $t$.] +} +EMOTE_STUBBORN_NOBODY (entity a) +{ + emote_stubborn_nobody [&EMT&$a$ glares around stubbornly.] +} +EMOTE_STUBBORN_SELF (entity a) +{ + emote_stubborn_self [&EMT&$a$ is stubborn, and you're not changing his/her mind.] +} +EMOTE_SUFFERING_TARGET (entity a, entity t) +{ + emote_suffering_target [&EMT&$a$ wants $t$ to know how much s/he makes him/her suffer.] +} +EMOTE_SUFFERING_NOBODY (entity a) +{ + emote_suffering_nobody [&EMT&$a$ suffers, loudly.] +} +EMOTE_SUFFERING_SELF (entity a) +{ + emote_suffering_self [&EMT&$a$ lets everyone know s/he is suffering.] +} +EMOTE_SURPRISED_TARGET (entity a, entity t) +{ + emote_surprised_target [&EMT&$a$ is surprised by $t$.] +} +EMOTE_SURPRISED_NOBODY (entity a) +{ + emote_surprised_nobody [&EMT&$a$ looks surprised.] +} +EMOTE_SURPRISED_SELF (entity a) +{ + emote_surprised_self [&EMT&$a$ is surprised.] +} +EMOTE_SUSPICIOUS_TARGET (entity a, entity t) +{ + emote_suspicious_target [&EMT&$a$ peers at $t$ suspiciously.] +} +EMOTE_SUSPICIOUS_NOBODY (entity a) +{ + emote_suspicious_nobody [&EMT&$a$ looks at everyone suspiciously.] +} +EMOTE_SUSPICIOUS_SELF (entity a) +{ + emote_suspicious_self [&EMT&$a$ ] +} +EMOTE_TAUNTING_TARGET (entity a, entity t) +{ + emote_taunting_target [&EMT&$a$ taunts $t$.] +} +EMOTE_TAUNTING_NOBODY (entity a) +{ + emote_taunting_nobody [&EMT&$a$ taunts the crowd.] +} +EMOTE_TAUNTING_SELF (entity a) +{ + emote_taunting_self [&EMT&$a$ taunts him/herself and is appropriately intimidated.] +} +EMOTE_TERRIFIED_TARGET (entity a, entity t) +{ + emote_terrified_target [&EMT&$a$ widens his/her eyes at $t$, visibly terrified.] +} +EMOTE_TERRIFIED_NOBODY (entity a) +{ + emote_terrified_nobody [&EMT&$a$ recoils in horror, terrified.] +} +EMOTE_TERRIFIED_SELF (entity a) +{ + emote_terrified_self [&EMT&$a$ tries to be terrifying to him/herself, and fails.] +} +EMOTE_THANKFUL_TARGET (entity a, entity t) +{ + emote_thankful_target [&EMT&$a$ is thankful for $t$.] +} +EMOTE_THANKFUL_NOBODY (entity a) +{ + emote_thankful_nobody [&EMT&$a$ is thankful.] +} +EMOTE_THANKFUL_SELF (entity a) +{ + emote_thankful_self [&EMT&$a$ is thankful for being here.] +} +EMOTE_THIRSTY_TARGET (entity a, entity t) +{ + emote_thirsty_target [&EMT&$a$ asks $t$ for something to drink.] +} +EMOTE_THIRSTY_NOBODY (entity a) +{ + emote_thirsty_nobody [&EMT&$a$ is thirsty. Drinks, anyone?] +} +EMOTE_THIRSTY_SELF (entity a) +{ + emote_thirsty_self [&EMT&$a$ swigs down a drink.] +} +EMOTE_THOUGHTFUL_TARGET (entity a, entity t) +{ + emote_thoughtful_target [&EMT&$a$ looks thoughtfully at $t$.] +} +EMOTE_THOUGHTFUL_NOBODY (entity a) +{ + emote_thoughtful_nobody [&EMT&$a$ mulls it over.] +} +EMOTE_THOUGHTFUL_SELF (entity a) +{ + emote_thoughtful_self [&EMT&$a$ gave it a lot of thought.] +} +EMOTE_TIRED_TARGET (entity a, entity t) +{ + emote_tired_target [&EMT&$a$ is really tired of $t$.] +} +EMOTE_TIRED_NOBODY (entity a) +{ + emote_tired_nobody [&EMT&$a$ is tired of this.] +} +EMOTE_TIRED_SELF (entity a) +{ + emote_tired_self [&EMT&$a$ is tired.] +} +EMOTE_TOLERANT_TARGET (entity a, entity t) +{ + emote_tolerant_target [&EMT&$a$ tolerates $t$, to a point.] +} +EMOTE_TOLERANT_NOBODY (entity a) +{ + emote_tolerant_nobody [&EMT&$a$ is extremely tolerant.] +} +EMOTE_TOLERANT_SELF (entity a) +{ + emote_tolerant_self [&EMT&$a$ puts up with him/herself.] +} +EMOTE_TROUBLED_TARGET (entity a, entity t) +{ + emote_troubled_target [&EMT&$a$ is troubled by $t$.] +} +EMOTE_TROUBLED_NOBODY (entity a) +{ + emote_troubled_nobody [&EMT&$a$ appears troubled.] +} +EMOTE_TROUBLED_SELF (entity a) +{ + emote_troubled_self [&EMT&$a$ is deeply troubled.] +} +EMOTE_UNCERTAIN_TARGET (entity a, entity t) +{ + emote_uncertain_target [&EMT&$a$ shrugs uncertainly at $t$.] +} +EMOTE_UNCERTAIN_NOBODY (entity a) +{ + emote_uncertain_nobody [&EMT&$a$ just doesn't know.] +} +EMOTE_UNCERTAIN_SELF (entity a) +{ + emote_uncertain_self [&EMT&$a$ was sure, but is now not so certain.] +} +EMOTE_UNHAPPY_TARGET (entity a, entity t) +{ + emote_unhappy_target [&EMT&$a$ is unhappy at $t$.] +} +EMOTE_UNHAPPY_NOBODY (entity a) +{ + emote_unhappy_nobody [&EMT&$a$ looks unhappy.] +} +EMOTE_UNHAPPY_SELF (entity a) +{ + emote_unhappy_self [&EMT&$a$ is unhappy with him/herself.] +} +EMOTE_UNWILLING_TARGET (entity a, entity t) +{ + emote_unwilling_target [&EMT&$a$ is unwilling to comply with $t$.] +} +EMOTE_UNWILLING_NOBODY (entity a) +{ + emote_unwilling_nobody [&EMT&$a$ stays put, unwilling.] +} +EMOTE_UNWILLING_SELF (entity a) +{ + emote_unwilling_self [&EMT&$a$ is unwilling. Try someone else.] +} +EMOTE_VENGEFUL_TARGET (entity a, entity t) +{ + emote_vengeful_target [&EMT&$a$ seeks vengence for $t$.] +} +EMOTE_VENGEFUL_NOBODY (entity a) +{ + emote_vengeful_nobody [&EMT&$a$ is eager for revenge.] +} +EMOTE_VENGEFUL_SELF (entity a) +{ + emote_vengeful_self [&EMT&$a$ seeks to avenge him/herself.] +} +EMOTE_WAIT_TARGET (entity a, entity t) +{ + emote_wait_target [&EMT&$a$ wants to wait for $t$.] +} +EMOTE_WAIT_NOBODY (entity a) +{ + emote_wait_nobody [&EMT&$a$ waits around.] +} +EMOTE_WAIT_SELF (entity a) +{ + emote_wait_self [&EMT&$a$ yells, "Wait for me!"] +} +EMOTE_WARM_TARGET (entity a, entity t) +{ + emote_warm_target [&EMT&$a$ gives $t$ a warm welcome.] +} +EMOTE_WARM_NOBODY (entity a) +{ + emote_warm_nobody [&EMT&$a$ lets out a warm smile.] +} +EMOTE_WARM_SELF (entity a) +{ + emote_warm_self [&EMT&$a$ warms up.] +} +EMOTE_WARY_TARGET (entity a, entity t) +{ + emote_wary_target [&EMT&$a$ gives $t$ a wary look.] +} +EMOTE_WARY_NOBODY (entity a) +{ + emote_wary_nobody [&EMT&$a$ peers about warily.] +} +EMOTE_WARY_SELF (entity a) +{ + emote_wary_self [&EMT&$a$ looks at him/herself warily.] +} +EMOTE_WAVE_TARGET (entity a, entity t) +{ + emote_wave_target [&EMT&$a$ waves at $t$.] +} +EMOTE_WAVE_NOBODY (entity a) +{ + emote_wave_nobody [&EMT&$a$ attempts to start a wave. Everybody now!] +} +EMOTE_WAVE_SELF (entity a) +{ + emote_wave_self [&EMT&$a$ waves her/his hands in the air like s/he just doesn't care.] +} +EMOTE_WHINE_TARGET (entity a, entity t) +{ + emote_whine_target [&EMT&$a$ whines at $t$.] +} +EMOTE_WHINE_NOBODY (entity a) +{ + emote_whine_nobody [&EMT&$a$ is whining.] +} +EMOTE_WHINE_SELF (entity a) +{ + emote_whine_self [&EMT&$a$ whines to no one in particular, but knows it probably won't help.] +} +EMOTE_WICKED_TARGET (entity a, entity t) +{ + emote_wicked_target [&EMT&$a$ thinks $t$ is positively wicked.] +} +EMOTE_WICKED_NOBODY (entity a) +{ + emote_wicked_nobody [&EMT&$a$ has a wicked look.] +} +EMOTE_WICKED_SELF (entity a) +{ + emote_wicked_self [&EMT&$a$ couldn't be more wicked if s/he tried.] +} +EMOTE_WISE_TARGET (entity a, entity t) +{ + emote_wise_target [&EMT&$a$ considers $t$ wise.] +} +EMOTE_WISE_NOBODY (entity a) +{ + emote_wise_nobody [&EMT&$a$ considers things, wisely.] +} +EMOTE_WISE_SELF (entity a) +{ + emote_wise_self [&EMT&$a$ chooses wisely.] +} +EMOTE_WISTFUL_TARGET (entity a, entity t) +{ + emote_wistful_target [&EMT&$a$ looks wistfully at $t$.] +} +EMOTE_WISTFUL_NOBODY (entity a) +{ + emote_wistful_nobody [&EMT&$a$ looks wistfully into the distance.] +} +EMOTE_WISTFUL_SELF (entity a) +{ + emote_wistful_self [&EMT&$a$ sighs wistfully, lost in thought.] +} +EMOTE_WORRIED_TARGET (entity a, entity t) +{ + emote_worried_target [&EMT&$a$ worries about $t$.] +} +EMOTE_WORRIED_NOBODY (entity a) +{ + emote_worried_nobody [&EMT&$a$ worries, generically.] +} +EMOTE_WORRIED_SELF (entity a) +{ + emote_worried_self [&EMT&$a$ worries about him/herself sometimes.] +} +EMOTE_WOUNDED_TARGET (entity a, entity t) +{ + emote_wounded_target [&EMT&$a$ has wounded $t$.] +} +EMOTE_WOUNDED_NOBODY (entity a) +{ + emote_wounded_nobody [&EMT&$a$ staggers, wounded.] +} +EMOTE_WOUNDED_SELF (entity a) +{ + emote_wounded_self [&EMT&$a$ has managed to wound his/herself. Heal?] +} +EMOTE_YAWN_TARGET (entity a, entity t) +{ + emote_yawn_target [&EMT&$a$ yawns straight at $t$.] +} +EMOTE_YAWN_NOBODY (entity a) +{ + emote_yawn_nobody [&EMT&$a$ yawns noticeably.] +} +EMOTE_YAWN_SELF (entity a) +{ + emote_yawn_self [&EMT&$a$ yawns. Could be bored, could be tired.] +} +EMOTE_YOUANDME_TARGET (entity a, entity t) +{ + emote_youandme_target [&EMT&$a$ says, "It's just you and me, $t$."] +} +EMOTE_YOUANDME_NOBODY (entity a) +{ + emote_youandme_nobody [&EMT&$a$ knows its just you and him/her out here.] +} +EMOTE_YOUANDME_SELF (entity a) +{ + emote_youandme_self [&EMT&$a$ wonders if "it's just you and me", where everyone went.] +} diff --git a/translation/work/phrases/encyclopedia/phrase_ency_alb_00_wk.txt b/translation/work/phrases/encyclopedia/phrase_ency_alb_00_wk.txt new file mode 100644 index 0000000..41887a0 --- /dev/null +++ b/translation/work/phrases/encyclopedia/phrase_ency_alb_00_wk.txt @@ -0,0 +1,14 @@ +/** this file contains encyclopedia texts for album 00 */ + +ENCY_ALB_00 () +{ + [First Encyclopaedia Album] +} +ENCY_THM_00_01() +{ + [First Encyclopaedia Mission] +} +ENCY_THM_TXT_00_01() +{ + [This is an example encyclopaedia text.] +} diff --git a/translation/work/phrases/encyclopedia/phrase_ency_wk.txt b/translation/work/phrases/encyclopedia/phrase_ency_wk.txt new file mode 100644 index 0000000..b3dc92b --- /dev/null +++ b/translation/work/phrases/encyclopedia/phrase_ency_wk.txt @@ -0,0 +1,24 @@ + +#include "phrase_ency_alb_00_wk.txt" + +/** this file contains encyclopedia texts for all albums */ + +ENCY_THM_PREREQ_NO () +{ + [You must carry out certain tasks before you can accomplish the mission linked to this theme.] +} + +ENCY_THM_PREREQ_YES () +{ + [You are ready to accomplish the mission linked to this theme.] +} + +ENCY_ALB_PREREQ_NO() +{ + [You have to discover all of the themes of this album to complete it.] +} + +ENCY_THEMA_FINISHED() +{ + [&THM& You have finished a theme of the encyclopaedia.] +} diff --git a/translation/work/phrases/generic_missions_wk.txt b/translation/work/phrases/generic_missions_wk.txt new file mode 100644 index 0000000..a68b75f --- /dev/null +++ b/translation/work/phrases/generic_missions_wk.txt @@ -0,0 +1,1697 @@ +/** this file contains all generic mission texts */ + + +/******************************************************************************************** + HARD CODED + +********************************************************************************************/ + +MIS_INSIDE_WARN( place p, int i) +{ + [Warning! You have to stay in place $p$. Othewise you will fail in a mission in $i$ seconds.] +} + +MIS_OUTSIDE_WARN( place p, int i) +{ + [Warning! You have to stay in place $p$. Othewise you will fail in a mission in $i$ seconds.] +} + + + +/////////////////////////////////STEPS////////////////////////////////////////////////////// + +//forage raw materials------------------------------------------------------------------------- +MIS_FORAGE_1(item i, int qt,int ql ) +{ + mis_forage_1 [Forage $qt$ $i$ of at least quality $ql$] +} + +MIS_FORAGE_2(item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) +{ + mis_forage_2 [Forage :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$] +} + +MIS_FORAGE_3(item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) +{ + mis_forage_3 [Forage :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$] +} + +MIS_FORAGE_4(item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) +{ + mis_forage_4 [Forage :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$] +} + +MIS_FORAGE_5(item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4, item i5, int qt5,int ql5) +{ + mis_forage_5 [Forage :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$\n + - $qt5$ $i5$ of at least quality $ql5$] +} + +//loot items--------------------------------------------------------------------------------- +MIS_LOOT_MP_1(item i1, int qt1, int ql1) +{ + mis_loot_mp_1 [Loot $qt1$ $i1$ of at least quality $ql1$ on a dead creature.] +} + +MIS_LOOT_MP_2(item i1, int qt1, int ql1, item i2, int qt2, int ql2) +{ + mis_loot_mp_2 [Loot :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + on a dead creature.] +} + +MIS_LOOT_MP_3(item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3) +{ + mis_loot_mp_3 [Loot :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + on a dead creature.] +} + +MIS_LOOT_MP_4(item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, item i4, int qt4, int ql4) +{ + mis_loot_mp_4 [Loot :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$\n + on a dead creature.] +} + +MIS_LOOT_ITEM_1(item i1) +{ + mis_loot_item_1 [Loot $i1.ia$ $i1$ on a dead target.] +} + +MIS_LOOT_ITEM_2(item i1, item i2) +{ + mis_loot_item_2 [Loot :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + on a dead target.] +} + +MIS_LOOT_ITEM_3(item i1, item i2, item i3) +{ + mis_loot_item_3 [Loot :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + on a dead target.] +} + +MIS_LOOT_ITEM_4(item i1, item i2, item i3, item i4) +{ + mis_loot_item_4 [Loot :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + - $i4.ia$ $i4$\n + on a dead target.] +} + +//craft items--------------------------------------------------------------------------------- +MIS_CRAFT_1(item i, int qt,int ql ) +{ + mis_craft_1 [Craft $qt$ $i$ of at least quality $ql$] +} + +MIS_CRAFT_2(item i1, int qt1,int ql1, item i2, int qt2,int ql2 ) +{ + mis_craft_2 [Craft :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$] +} + +MIS_CRAFT_3(item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3 ) +{ + mis_craft_3 [Craft :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$] +} + +MIS_CRAFT_4(item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 ) +{ + mis_craft_4 [Craft :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$] +} + +MIS_CRAFT_5 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5) +{ + mis_craft_5 [Craft :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$\n + - $qt5$ $i5$ of at least quality $ql5$\n] + +} + +MIS_CRAFT_6 (item i1, int qt1,int ql1, item i2, int qt2,int ql2, item i3, int qt3,int ql3, item i4, int qt4,int ql4 , item i5, int qt5,int ql5, item i6, int qt6,int ql6) +{ + mis_craft_6 [Craft :\n + - $qt1$ $i1$ of at least quality $ql1$\n + - $qt2$ $i2$ of at least quality $ql2$\n + - $qt3$ $i3$ of at least quality $ql3$\n + - $qt4$ $i4$ of at least quality $ql4$\n + - $qt5$ $i5$ of at least quality $ql5$\n + - $qt6$ $i6$ of at least quality $ql6$] + +} + +//talk to specific bot--------------------------------------------------------------------------- +MIS_TALK_TO(bot b) +{ + mis_talk_to [Talk to $b$] +} + +MIS_TALK_TO_MENU(bot b) +{ + mis_talk_to_menu [Talk to $b$] +} + +//kill fauna------------------------------------------------------------------------------------ +MIS_KILL_FAUNA_1(creature_model c1,int q1) +{ + (q1 = 1) + mis_kill_fauna_1 [Eliminez $q1$ $c1$] + + mis_kill_fauna_1_p [Eliminez $q1$ $c1.p$] +} + +MIS_KILL_FAUNA_2(creature_model c1,int q1, creature_model c2,int q2) +{ + mis_kill_fauna_2 [Kill :\n + - $q1$ $c1$\n + - $q2$ $c2$] +} + +MIS_KILL_FAUNA_3(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3) +{ + mis_kill_fauna_3 [Kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$] +} + +MIS_KILL_FAUNA_4(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4) +{ + mis_kill_fauna_4 [Kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$] +} + +//kill fauna in specific place----------------------------------------------------------------------- +MIS_KILL_FAUNA_LOC_1(creature_model c1,int q1, place p) +{ + mis_kill_fauna_loc_1 [Go to $p$ and kill $q1$ $c1$] +} + +MIS_KILL_FAUNA_LOC_2(creature_model c1,int q1, creature_model c2,int q2, place p) +{ + mis_kill_fauna_loc_2 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$] +} + +MIS_KILL_FAUNA_LOC_3(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, place p) +{ + mis_kill_fauna_loc_3 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$] +} + +MIS_KILL_FAUNA_LOC_4(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, place p) +{ + mis_kill_fauna_loc_4 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$] +} + +MIS_KILL_FAUNA_LOC_5(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, place p) +{ + mis_kill_fauna_loc_5 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$\n + - $q5$ $c5$] +} + +MIS_KILL_FAUNA_LOC_6(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, place p) +{ + mis_kill_fauna_loc_6 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$\n + - $q5$ $c5$\n + - $q6$ $c6$] +} + +MIS_KILL_FAUNA_LOC_7(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, place p) +{ + mis_kill_fauna_loc_7 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$\n + - $q5$ $c5$\n + - $q6$ $c6$\n + - $q7$ $c7$] +} + +MIS_KILL_FAUNA_LOC_8(creature_model c1,int q1, creature_model c2,int q2, creature_model c3,int q3, creature_model c4,int q4, creature_model c5,int q5, creature_model c6,int q6, creature_model c7,int q7, creature_model c8,int q8, place p) +{ + mis_kill_fauna_loc_8 [Go to $p$ and kill :\n + - $q1$ $c1$\n + - $q2$ $c2$\n + - $q3$ $c3$\n + - $q4$ $c4$\n + - $q5$ $c5$\n + - $q6$ $c6$\n + - $q7$ $c7$\n + - $q8$ $c8$] +} +//kill species------------------------------------------------------------------------------------ +MIS_KILL_RACE_1(race c1,int q1) +{ + mis_kill_race_1 [Kill $q1$ of any type of $c1$] +} + +MIS_KILL_RACE_2(race c1,int q1, race c2,int q2) +{ + mis_kill_race_2 [Kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$] +} + +MIS_KILL_RACE_3(race c1,int q1, race c2,int q2, race c3,int q3) +{ + mis_kill_race_3 [Kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$\n + - $q3$ of any type of $c3$] +} + +MIS_KILL_RACE_4(race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4) +{ + mis_kill_race_4 [Kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$\n + - $q3$ of any type of $c3$\n + - $q4$ of any type of $c4$] +} + +// kill species in specific place------------------------------------------------------------------- +MIS_KILL_RACE_LOC_1(race c1,int q1, place p) +{ + mis_kill_race_loc_1 [Go to $p$ and kill $q1$ of any type of $c1$] +} + +MIS_KILL_RACE_LOC_2(race c1,int q1, race c2,int q2, place p) +{ + mis_kill_race_loc_2 [Go to $p$ and kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$] +} + +MIS_KILL_RACE_LOC_3(race c1,int q1, race c2,int q2, race c3,int q3, place p) +{ + mis_kill_race_loc_3 [Go to $p$ and kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$\n + - $q3$ of any type of $c3$] +} + +MIS_KILL_RACE_LOC_4(race c1,int q1, race c2,int q2, race c3,int q3, race c4,int q4, place p) +{ + mis_kill_race_loc_4 [Go to $p$ and kill :\n + - $q1$ of any type of $c1$\n + - $q2$ of any type of $c2$\n + - $q3$ of any type of $c3$\n + - $q4$ of any type of $c4$] +} + +//kill group of NPCs------------------------------------------------------------------------------- +MIS_KILL_GROUP(bot_name group_name) +{ + mis_kill_group [Eliminez $group_name$] +} + +//kill npc----------------------------------------------------------------------------------------- +MIS_KILL_NPC_1(bot b1) +{ + mis_kill_npc_1 [Kill $b1$] +} + +MIS_KILL_NPC_2(bot b1, bot b2) +{ + mis_kill_npc_2 [Kill :\n + - $b1$\n + - $b2$] +} + +MIS_KILL_NPC_3(bot b1, bot b2, bot b3) +{ + mis_kill_npc_3 [Kill :\n + - $b1$\n + - $b2$\n + - $b3$] +} + +MIS_KILL_NPC_4(bot b1, bot b2, bot b3, bot b4) +{ + mis_kill_npc_4 [Kill :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$] +} + +//kill npc in specific place----------------------------------------------------------------------- +MIS_KILL_NPC_LOC_1(bot b1, place p) +{ + mis_kill_npc_loc_1 [Go to $p$ and kill $b1$] +} + +MIS_KILL_NPC_LOC_2(bot b1, bot b2, place p) +{ + mis_kill_npc_loc_2 [Go to $p$ and kill :\n + - $b1$\n + - $b2$] +} + +MIS_KILL_NPC_LOC_3(bot b1, bot b2, bot b3, place p) +{ + mis_kill_npc_loc_3 [Go to $p$ and kill :\n + - $b1$\n + - $b2$\n + - $b3$] +} + +MIS_KILL_NPC_LOC_4(bot b1, bot b2, bot b3, bot b4, place p) +{ + mis_kill_npc_loc_4 [Go to $p$ and kill :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$] +} + +//give item------------------------------------------------------------------------------------ +MIS_GIVE_ITEM_1(item i1, int q1, bot b) +{ + mis_give_item_1 [Give $q1$ $i1$ to $b$] +} + +MIS_GIVE_ITEM_2(item i1, int q1, item i2, int q2, bot b) +{ + mis_give_item_2 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + to $b$] +} + +MIS_GIVE_ITEM_3(item i1, int q1, item i2, int q2, item i3, int q3, bot b) +{ + mis_give_item_3 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + to $b$] +} + +MIS_GIVE_ITEM_4(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, bot b) +{ + mis_give_item_4 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + to $b$] +} + +MIS_GIVE_ITEM_5(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, bot b) +{ + mis_give_item_5 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + to $b$] +} + +MIS_GIVE_ITEM_6(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, bot b) +{ + mis_give_item_6 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + to $b$] +} +MIS_GIVE_ITEM_7(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, bot b) +{ + mis_give_item_7 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + to $b$] +} +MIS_GIVE_ITEM_8(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, bot b) +{ + mis_give_item_8 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + - $q8$ $i8$\n + to $b$] +} +MIS_GIVE_ITEM_9(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, bot b) +{ + mis_give_item_9 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + - $q8$ $i8$\n + - $q9$ $i9$\n + to $b$] +} +MIS_GIVE_ITEM_10(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, bot b) +{ + mis_give_item_10 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + - $q8$ $i8$\n + - $q9$ $i9$\n + - $q10$ $i10$\n + to $b$] +} +MIS_GIVE_ITEM_11(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, bot b) +{ + mis_give_item_11 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + - $q8$ $i8$\n + - $q9$ $i9$\n + - $q10$ $i10$\n + - $q11$ $i11$\n + to $b$] +} +MIS_GIVE_ITEM_12(item i1, int q1, item i2, int q2, item i3, int q3, item i4, int q4, item i5, int q5, item i6, int q6, item i7, int q7, item i8, int q8, item i9, int q9, item i10, int q10, item i11, int q11, item i12, int q12, bot b) +{ + mis_give_item_12 [Give :\n + - $q1$ $i1$\n + - $q2$ $i2$\n + - $q3$ $i3$\n + - $q4$ $i4$\n + - $q5$ $i5$\n + - $q6$ $i6$\n + - $q7$ $i7$\n + - $q8$ $i8$\n + - $q9$ $i9$\n + - $q10$ $i10$\n + - $q11$ $i11$\n + - $q12$ $i12$\n + to $b$] +} +//give item of specific quality------------------------------------------------------------------- +MIS_GIVE_ITEM_QUAL_1(item i1, int q1, int ql1, bot b) +{ + mis_give_item_qual_1 [Give $q1$ $i1$ of at least quality $ql1$ to $b$] +} + +MIS_GIVE_ITEM_QUAL_2(item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) +{ + mis_give_item_qual_2 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + to $b$] +} + +MIS_GIVE_ITEM_QUAL_3(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) +{ + mis_give_item_qual_3 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + to $b$] +} + +MIS_GIVE_ITEM_QUAL_4(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) +{ + mis_give_item_qual_4 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + to $b$] +} + +MIS_GIVE_ITEM_QUAL_5(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, bot b) +{ + mis_give_item_qual_5 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + to $b$] +} + +MIS_GIVE_ITEM_QUAL_6(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, bot b) +{ + mis_give_item_qual_6 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_7(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, bot b) +{ + mis_give_item_qual_7 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_8(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, bot b) +{ + mis_give_item_qual_8 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + - $q8$ $i8$ of at least quality $ql8$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_9(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, bot b) +{ + mis_give_item_qual_9 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + - $q8$ $i8$ of at least quality $ql8$\n + - $q9$ $i9$ of at least quality $ql9$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_10(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, bot b) +{ + mis_give_item_qual_10 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + - $q8$ $i8$ of at least quality $ql8$\n + - $q9$ $i9$ of at least quality $ql9$\n + - $q10$ $i10$ of at least quality $ql10$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_11(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, bot b) +{ + mis_give_item_qual_11 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + - $q8$ $i8$ of at least quality $ql8$\n + - $q9$ $i9$ of at least quality $ql9$\n + - $q10$ $i10$ of at least quality $ql10$\n + - $q11$ $i11$ of at least quality $ql11$\n + to $b$] +} +MIS_GIVE_ITEM_QUAL_12(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7, item i8, int q8, int ql8, item i9, int q9, int ql9, item i10, int q10, int ql10, item i11, int q11, int ql11, item i12, int q12, int ql12, bot b) +{ + mis_give_item_qual_12 [Give :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$\n + - $q8$ $i8$ of at least quality $ql8$\n + - $q9$ $i9$ of at least quality $ql9$\n + - $q10$ $i10$ of at least quality $ql10$\n + - $q11$ $i11$ of at least quality $ql11$\n + - $q12$ $i12$ of at least quality $ql12$\n + to $b$] +} +//teach action------------------------------------------------------------------------------------ +MIS_TEACH_ACTION(sphrase action, bot b) +{ + mis_teach_action [Teach $action$ to $b$] +} + +//target npc------------------------------------------------------------------------------------ +MIS_TARGET_NPC_1(bot b1) +{ + mis_target_npc_1 [Find and target $b1$] +} + +MIS_TARGET_NPC_2(bot b1, bot b2) +{ + mis_target_npc_2 [Find and target :\n + - $b1$\n + - $b2$] +} + +MIS_TARGET_NPC_3(bot b1, bot b2, bot b3) +{ + mis_target_npc_3 [Find and target :\n + - $b1$\n + - $b2$\n + - $b3$] +} + +MIS_TARGET_NPC_4(bot b1, bot b2, bot b3, bot b4) +{ + mis_target_npc_4 [Find and target :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$] +} + +MIS_TARGET_NPC_PLACE_1(bot b1, place p) +{ + mis_target_npc_place_1 [Find and target $b1$ in $p$] +} + +MIS_TARGET_NPC_PLACE_2(bot b1, bot b2, place p) +{ + mis_target_npc_place_2 [Find and target :\n + - $b1$\n + - $b2$\n + in $p$] +} + +MIS_TARGET_NPC_PLACE_3(bot b1, bot b2, bot b3, place p) +{ + mis_target_npc_place_3 [Find and target :\n + - $b1$\n + - $b2$\n + - $b3$\n + in $p$] +} + +MIS_TARGET_NPC_PLACE_4(bot b1, bot b2, bot b3, bot b4, place p) +{ + mis_target_npc_place_4 [Find and target :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$\n + in $p$] +} + +//target fauna------------------------------------------------------------------------------------ +MIS_TARGET_FAUNA_1(creature_model c1) +{ + mis_target_fauna_1 [Find and target $c1.ia$ $c1$] +} + +MIS_TARGET_FAUNA_2(creature_model c1, creature_model c2) +{ + mis_target_fauna_2 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$] +} + +MIS_TARGET_FAUNA_3(creature_model c1, creature_model c2, creature_model c3) +{ + mis_target_fauna_3 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$\n + - $c3.ia$ $c3$] +} + +MIS_TARGET_FAUNA_4(creature_model c1, creature_model c2, creature_model c3, creature_model c4) +{ + mis_target_fauna_4 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$\n + - $c3.ia$ $c3$\n + - $c4.ia$ $c4$] +} + +MIS_TARGET_FAUNA_PLACE_1(creature_model c1, place p) +{ + mis_target_fauna_place_1 [Find and target $c1.ia$ $c1$ in $p$] +} + +MIS_TARGET_FAUNA_PLACE_2(creature_model c1, creature_model c2, place p) +{ + mis_target_fauna_place_2 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$\n + in $p$] +} + +MIS_TARGET_FAUNA_PLACE_3(creature_model c1, creature_model c2, creature_model c3, place p) +{ + mis_target_fauna_place_3 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$\n + - $c3.ia$ $c3$\n + in $p$] +} + +MIS_TARGET_FAUNA_PLACE_4(creature_model c1, creature_model c2, creature_model c3, creature_model c4, place p) +{ + mis_target_fauna_place_4 [Find and target :\n + - $c1.ia$ $c1$\n + - $c2.ia$ $c2$\n + - $c3.ia$ $c3$\n + - $c4.ia$ $c4$\n + in $p$] +} + +//target species-------------------------------------------------------------------------------- +MIS_TARGET_SPECIES_1(race r1) +{ + mis_target_species_1 [Find and target $r1.ia$ $r1$] +} + +MIS_TARGET_SPECIES_2(race r1, race r2) +{ + mis_target_species_2 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$] +} + +MIS_TARGET_SPECIES_3(race r1, race r2, race r3) +{ + mis_target_species_3 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$\n + - $r3.ia$ $r3$] +} + +MIS_TARGET_SPECIES_4(race r1, race r2, race r3, race r4) +{ + mis_target_species_4 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$\n + - $r3.ia$ $r3$\n + - $r4.ia$ $r4$] +} + +MIS_TARGET_SPECIES_PLACE_1(race r1, place p) +{ + mis_target_species_place_1 [Find and target $r1.ia$ $r1$ in $p$] +} + +MIS_TARGET_SPECIES_PLACE_2(race r1, race r2, place p) +{ + mis_target_species_place_2 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$\n + in $p$] +} + +MIS_TARGET_SPECIES_PLACE_3(race r1, race r2, race r3, place p) +{ + mis_target_species_place_3 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$\n + - $r3.ia$ $r3$\n + in $p$] +} + +MIS_TARGET_SPECIES_PLACE_4(race r1, race r2, race r3, race r4, place p) +{ + mis_target_species_place_4 [Find and target :\n + - $r1.ia$ $r1$\n + - $r2.ia$ $r2$\n + - $r3.ia$ $r3$\n + - $r4.ia$ $r4$\n + in $p$] +} + +//sell item-------------------------------------------------------------------------------- +MIS_SELL_1(item i1, int q1, int ql1) +{ + mis_sell_1 [Sell $q1$ $i1$ of at least quality $ql1$] +} + +MIS_SELL_2(item i1, int q1, int ql1, item i2, int q2, int ql2) +{ + mis_sell_2 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$] +} + +MIS_SELL_3(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) +{ + mis_sell_3 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$] +} + +MIS_SELL_4(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) +{ + mis_sell_4 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$] +} + +//sell item to specific NPC------------------------------------------------------------------ +MIS_SELL_NPC_1(item i1, int q1, int ql1, bot b) +{ + mis_sell_npc_1 [Sell $q1$ $i1$ of at least quality $ql1$ to $b$] +} + +MIS_SELL_NPC_2(item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) +{ + mis_sell_npc_2 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + to $b$] +} + +MIS_SELL_NPC_3(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) +{ + mis_sell_npc_3 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + to $b$] +} + +MIS_SELL_NPC_4(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) +{ + mis_sell_npc_4 [Sell :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + to $b$] +} + +//buy item-------------------------------------------------------------------------------- +MIS_BUY_1(item i1, int q1, int ql1) +{ + mis_buy_1 [Buy $q1$ $i1$ of at least quality $ql1$] +} + +MIS_BUY_2(item i1, int q1, int ql1, item i2, int q2, int ql2) +{ + mis_buy_2 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$] +} + +MIS_BUY_3(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3) +{ + mis_buy_3 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$] +} + +MIS_BUY_4(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4) +{ + mis_buy_4 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$] +} + +MIS_BUY_5(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5) +{ + mis_buy_5 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$] +} + +MIS_BUY_6(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6) +{ + mis_buy_6 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$] +} + +MIS_BUY_7(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, item i5, int q5, int ql5, item i6, int q6, int ql6, item i7, int q7, int ql7) +{ + mis_buy_7 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + - $q5$ $i5$ of at least quality $ql5$\n + - $q6$ $i6$ of at least quality $ql6$\n + - $q7$ $i7$ of at least quality $ql7$] +} + +//buy item from specific NPC------------------------------------------------------------------ +MIS_BUY_NPC_1(item i1, int q1, int ql1, bot b) +{ + mis_buy_npc_1 [Buy $q1$ $i1$ of at least quality $ql1$ from $b$] +} + +MIS_BUY_NPC_2(item i1, int q1, int ql1, item i2, int q2, int ql2, bot b) +{ + mis_buy_npc_2 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + from $b$] +} + +MIS_BUY_NPC_3(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, bot b) +{ + mis_buy_npc_3 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + from $b$] +} + +MIS_BUY_NPC_4(item i1, int q1, int ql1, item i2, int q2, int ql2, item i3, int q3, int ql3, item i4, int q4, int ql4, bot b) +{ + mis_buy_npc_4 [Buy :\n + - $q1$ $i1$ of at least quality $ql1$\n + - $q2$ $i2$ of at least quality $ql2$\n + - $q3$ $i3$ of at least quality $ql3$\n + - $q4$ $i4$ of at least quality $ql4$\n + from $b$] +} + +//escort npc group------------------------------------------------------------------ +MIS_ESCORT() +{ + mis_escort [!!! TO DO!!!] +} + +//visit place----------------------------------------------------------------------- +MIS_VISIT(place p) +{ + mis_visit [Go to $p$] +} + +//visit place wearing items---------------------------------------------------------- +MIS_VISIT_WEAR_1(place p, item i1) +{ + mis_visit_wear_1 [Equip $i1.ia$ $i1$ and go to $p$] +} + +MIS_VISIT_WEAR_2(place p, item i1, item i2) +{ + mis_visit_wear_2 [Equip :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + and go to $p$] +} + +MIS_VISIT_WEAR_3(place p, item i1, item i2, item i3) +{ + mis_visit_wear_3 [Equip :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + and go to $p$] +} + +MIS_VISIT_WEAR_4(place p, item i1, item i2, item i3, item i4) +{ + mis_visit_wear_4 [Equip :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + - $i4.ia$ $i4$\n + and go to $p$] +} + +//use item----------------------------------------------------------------------------- +MIS_USE_1(item i1) +{ + mis_use_1 [Use $i1.ia$ $i1$] +} + +MIS_USE_2(item i1, item i2) +{ + mis_use_2 [Use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$] +} + +MIS_USE_3(item i1, item i2, item i3) +{ + mis_use_3 [Use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$] +} + +MIS_USE_4(item i1, item i2, item i3, item i4) +{ + mis_use_4 [Use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + - $i4.ia$ $i4$] +} + +//use item at a specific place------------------------------------------------------------------ +MIS_USE_LOC_1(item i1, place p) +{ + mis_use_loc_1 [Go to $p$ and use $i1.ia$ $i1$] +} + +MIS_USE_LOC_2(item i1, item i2, place p) +{ + mis_use_loc_2 [Go to $p$ and use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$] +} + +MIS_USE_LOC_3(item i1, item i2, item i3, place p) +{ + mis_use_loc_3 [Go to $p$ and use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$] +} + +MIS_USE_LOC_4(item i1, item i2, item i3, item i4, place p) +{ + mis_use_loc_4 [Go to $p$ and use :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + - $i4.ia$ $i4$] +} + +//cast spell----------------------------------------------------------------------------- +MIS_CAST_1(sbrick i1) +{ + mis_cast_1 [Cast $i1$] +} + +MIS_CAST_2(sbrick i1, sbrick i2) +{ + mis_cast_2 [Cast :\n + - $i1$\n + - $i2$] +} + +MIS_CAST_3(sbrick i1, sbrick i2, sbrick i3) +{ + mis_cast_3 [Cast :\n + - $i1$\n + - $i2$\n + - $i3$] +} + +MIS_CAST_4(sbrick i1, sbrick i2, sbrick i3, sbrick i4) +{ + mis_cast_4 [Cast :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$] +} + +//cast spell at a specific place------------------------------------------------------------------ +MIS_CAST_LOC_1(sbrick i1, place p) +{ + mis_cast_loc_1 [Go to $p$ and cast $i1$] +} + +MIS_CAST_LOC_2(sbrick i1, sbrick i2, place p) +{ + mis_cast_loc_2 [Go to $p$ and cast :\n + - $i1$\n + - $i2$] +} + +MIS_CAST_LOC_3(sphrase i1, sphrase i2, sphrase i3, place p) +{ + mis_cast_loc_3 [Go to $p$ and cast :\n + - $i1$\n + - $i2$\n + - $i3$] +} + +MIS_CAST_LOC_4(sbrick i1, sbrick i2, sbrick i3, sbrick i4, place p) +{ + mis_cast_loc_4 [Go to $p$ and cast :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$] +} + +//reach a specific level in specific skill----------------------------------------------------- +MIS_SKILL_1(skill s1, int l1) +{ + mis_skill_1 [Reach level $l1$ in your $s1$ skill] +} + +MIS_SKILL_2(skill s1, int l1, skill s2, int l2) +{ + mis_skill_2 [Reach :\n + - level $l1$ in your $s1$ skill\n + - level $l2$ in your $s2$ skill] +} + +MIS_SKILL_3(skill s1, int l1, skill s2, int l2, skill s3, int l3) +{ + mis_skill_3 [Reach :\n + - level $l1$ in your $s1$ skill\n + - level $l2$ in your $s2$ skill\n + - level $l3$ in your $s3$ skill] +} + +MIS_SKILL_4(skill s1, int l1, skill s2, int l2, skill s3, int l3, skill s4, int l4) +{ + mis_skill_4 [Reach :\n + - level $l1$ in your $s1$ skill\n + - level $l2$ in your $s2$ skill\n + - level $l3$ in your $s3$ skill\n + - level $l4$ in your $s4$ skill] +} + +//wait time---------------------------------------------------------------------------------------- +MIS_WAIT_TIME() +{ + mis_wait_time [!!! TO DO !!!] +} + +//wait season-------------------------------------------------------------------------------------- +MIS_WAIT_SEASON() +{ + mis_wait_season [!!! TO DO !!!] +} + +//give money--------------------------------------------------------------------------------------- +MIS_GIVE_MONEY(int amount, bot b) +{ + mis_give_money [Give $amount$ to $b$] +} + +//kill faction------------------------------------------------------------------------------------- +MIS_KILL_FACTION (faction f, int qt) +{ + mis_kill_faction [Kill $qt$ $f.member$.] +} + +MIS_KILL_FACTION_LOC (faction f, int qt, place p) +{ + mis_kill_faction_loc [Kill $qt$ $f.member$ in $p$.] +} + +//kill npc by name------------------------------------------------------------------------------------- +MIS_KILL_NPC_BY_NAME ( bot_name b, int qt ) +{ + [Kill $qt$ $b$] +} + +MIS_KILL_NPC_BY_NAME_LOC ( bot_name b, int qt, place p ) +{ + [Go to $p$ and Kill $qt$ $b$] +} + +/////////////////////////////////CONSTRAINTS////////////////////////////////////////////////////// + +//place constraints------------------------------------------------------------------------ +//generic inside place constraint 3d message +MIS_INSIDE(place p) +{ + mis_inside [You must go back quickly to $p$] +} + +//generic outside place constraint 3d message +MIS_OUTSIDE(place p) +{ + mis_outside [You must quit $p$ quickly] +} + +//wear------------------------------------------------------------------------------------ +MIS_WEAR_1(item i1) +{ + mis_wear_1 [You must wear $i1.ia$ $i1$] +} + +MIS_WEAR_2(item i1, item i2) +{ + mis_wear_2 [You must wear :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$] +} + +MIS_WEAR_3(item i1, item i2, item i3) +{ + mis_wear_3 [You must wear :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$] +} + +MIS_WEAR_4(item i1, item i2, item i3, item i4) +{ + mis_wear_4 [You must wear :\n + - $i1.ia$ $i1$\n + - $i2.ia$ $i2$\n + - $i3.ia$ $i3$\n + - $i4.ia$ $i4$] +} + +/////////////////////////////////MENUS////////////////////////////////////////////////////// + +//generic mission teleport menu------------------------------------------------------------ +MIS_TELEPORT(place p) +{ + mis_teleport [Teleport to $p$] +} + +//generic give item menu-------------------------------------------------------------------- +MIS_GIVE_ITEM_MENU(int item_count) +{ + mis_give_item_menu [Give $item_count$ item] +} + + +//generic give money menu-------------------------------------------------------------------- +MIS_GIVE_MONEY_MENU() +{ + mis_give_money_menu [Give Money] +} + +//generic teach action menu----------------------------------------------------------------- +MIS_TEACH_ACTION_MENU() +{ + mis_teach_action_menu [Teach action] +} + +/////////////////////////////////ACTIONS////////////////////////////////////////////////////// + +//generic receive item------------------------------------------------------------------------ +MIS_RECV_ITEM(item i, int qt, int ql) +{ + (qt = 1) + mis_recv_item_1 [You received $i.ia$ $i$ of quality $ql$] + + mis_recv_item_some [You received $qt$ $i.p$ of quality $ql$] +} + +//generic receive named item +MIS_RECV_NAMED_ITEM(dyn_string_id id, int qt) +{ + (qt = 1) + mis_recv_named_item_1 [You received '$id$'] + + mis_recv_named_item_some [You received $qt$ '$id$'] +} + +//generic destroy items +MIS_DESTROY_ITEM(bot b, item i, int qt, int ql) +{ + (qt = 1) + mis_destroy_item_1 [$b$ vous a pris $i.ia$ $i$ de qualité $ql$ ou plus] + + mis_destroy_item_some [$b$ vous a pris $qt$ $i.p$ de qualité $ql$ ou plus] +} + +//generic receive item from specific NPC---------------------------------------------------------- +MIS_RECV_ITEM_NPC(item i, int qt, int ql, bot b) +{ + (qt = 1) + mis_recv_item_npc_1 [$b$ gives you $i.ia$ $i$ of quality $ql$] + + mis_recv_item_npc_some [$b$ gives you $qt$ $i.p$ of quality $ql$] +} + +//generic receive action--------------------------------------------------------------------------- +MIS_RECV_ACTION_1(sphrase a1) +{ + mis_recv_action_1 [You learn $a1$] +} + +MIS_RECV_ACTION_2(sphrase a1, sphrase a2) +{ + mis_recv_action_2 [You learn :\n + - $a1$\n + - $a2$] +} + +MIS_RECV_ACTION_3(sphrase a1, sphrase a2, sphrase a3) +{ + mis_recv_action_3 [You learn :\n + - $a1$\n + - $a2$\n + - $a3$] +} + +MIS_RECV_ACTION_4(sphrase a1, sphrase a2, sphrase a3, sphrase a4) +{ + mis_recv_action_4 [You learn :\n + - $a1$\n + - $a2$\n + - $a3$\n + - $a4$] +} + +//generic receive action from specific NPC------------------------------------------------------------- +MIS_RECV_ACTION_NPC_1(sphrase a1, bot b) +{ + mis_recv_action_npc_1 [$b$ teaches you $a1$] +} + +MIS_RECV_ACTION_NPC_2(sphrase a1, sphrase a2, bot b) +{ + mis_recv_action_npc_2 [$b$ teaches you :\n + - $a1$\n + - $a2$] +} + +MIS_RECV_ACTION_NPC_3(sphrase a1, sphrase a2, sphrase a3, bot b) +{ + mis_recv_action_npc_3 [$b$ teaches you :\n + - $a1$\n + - $a2$\n + - $a3$] +} + +MIS_RECV_ACTION_NPC_4(sphrase a1, sphrase a2, sphrase a3, sphrase a4, bot b) +{ + mis_recv_action_npc_4 [$b$ teaches you :\n + - $a1$\n + - $a2$\n + - $a3$\n + - $a4$] +} + +//generic receive brick--------------------------------------------------------------------------- +MIS_RECV_BRICK_1(sbrick b1) +{ + mis_recv_brick_1 [You learn $b1$] +} + +MIS_RECV_BRICK_2(sbrick b1, sbrick b2) +{ + mis_recv_brick_2 [You learn :\n + - $b1$\n + - $b2$] +} + +MIS_RECV_BRICK_3(sbrick b1, sbrick b2, sbrick b3) +{ + mis_recv_brick_3 [You learn :\n + - $b1$\n + - $b2$\n + - $b3$] +} + +MIS_RECV_BRICK_4(sbrick b1, sbrick b2, sbrick b3, sbrick b4) +{ + mis_recv_brick_4 [You learn :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$] +} + +//generic receive action from specific NPC------------------------------------------------------------- +MIS_RECV_BRICK_NPC_1(sbrick b1, bot b) +{ + mis_recv_brick_npc_1 [$b$ teaches you $b1$] +} + +MIS_RECV_BRICK_NPC_2(sbrick b1, sbrick b2, bot b) +{ + mis_recv_brick_npc_2 [$b$ teaches you :\n + - $b1$\n + - $b2$] +} + +MIS_RECV_BRICK_NPC_3(sbrick b1, sbrick b2, sbrick b3, bot b) +{ + mis_recv_brick_npc_3 [$b$ teaches you :\n + - $b1$\n + - $b2$\n + - $b3$] +} + +MIS_RECV_BRICK_NPC_4(sbrick b1, sbrick b2, sbrick b3, sbrick b4, bot b) +{ + mis_recv_brick_npc_4 [$b$ teaches you :\n + - $b1$\n + - $b2$\n + - $b3$\n + - $b4$] +} +//generic receive xp-------------------------------------------------------------------------------- +MIS_RECV_XP(int xp) +{ + mis_recv_xp [You gained $xp$ skill points] +} + +//generic receive money----------------------------------------------------------------------------- +MIS_RECV_MONEY(int money) +{ + mis_recv_money [You gained $money$ ] +} + +//generic receive fame----------------------------------------------------------------------------- +MIS_RECV_FAME() +{ + mis_recv_fame [!!! TO DO !!!] +} + +//mission failed----------------------------------------------------------------------------------- +MIS_FAIL() +{ + mis_fail [!!! TO DO !!!] +} + +/******************************************************************************************** + NOT HARD CODED : mission specific + +********************************************************************************************/ + +/////////////////////////////////MENUS////////////////////////////////////////////////////// + +DEFAULT_KILLED_CREATURE_TALKMENU(bot target, creature_model killed) +{ + default_killed_creature_talkmenu [I killed $killed.ia$ $killed$.] +} + +DEFAULT_KILLED_CREATURES_TALKMENU(bot target) +{ + default_killed_creatures_talkmenu [I killed the creatures.] +} + +DEFAULT_KILLED_SPECIES_TALKMENU(bot target, race species) +{ + default_killed_species_talkmenu [I killed $species.da$ $species.p$.] +} + +DEFAULT_FOUND_RM_TALKMENU(bot target, item rawmat) +{ + default_found_rm_talkmenu [I found $rawmat.ia$ $rawmat$.] +} + +DEFAULT_FOUND_RMS_TALKMENU(bot target) +{ + default_found_rms_talkmenu [I found the raw materials.] +} + +DEFAULT_CRAFTED_ITEM_TALKMENU(bot target, item crafted) +{ + default_crafted_item_talkmenu [I crafted $crafted.da$ $crafted$] +} + +DEFAULT_CRAFTED_ITEMS_TALKMENU(bot target) +{ + default_crafted_items_talkmenu [I crafted the items] +} + +DEFAULT_SENT_ME_TALKMENU(bot target, bot previous) +{ + default_sent_me_talkmenu [$previous$ sent me...] +} + +DEFAULT_SENT_ME_NAME_TALKMENU(bot target, bot_name previous) +{ + default_sent_me_name_talkmenu [$previous$ sent me...] +} + +DEFAULT_PROGRESS_TALKMENU(bot target, skill s) +{ + default_progress_talkmenu [I progressed in $s$] +} + +DEFAULT_GIVE_1_ITEM_MENU(int item_count, item i) +{ + default_give_1_item_menu [Give $i$] +} + +DEFAULT_KILLED_CREATURE_GROUP_TALKMENU(bot target, creature_model target) +{ + default_killed_creature_group_talkmenu [We killed $target.ia$ $target$.] +} + +DEFAULT_KILLED_CREATURES_GROUP_TALKMENU(bot target) +{ + default_killed_creatures_group_talkmenu [We killed the creatures.] +} +DEFAULT_SENT_US_TALKMENU(bot target, bot previous) +{ + default_sent_us_talkmenu [$previous$ sent us...] +} + +DEFAULT_DID_IT_TALKMENU(bot target) +{ + default_did_it_talkmenu [I did it...] +} +/////////////////////////////////OBJECTIFS////////////////////////////////////////////////////// + +MIS_GIVE_MISSION_ITEM(item i, int qt, bot b) +{ + mis_give_mission_item [Give $i$ to $b$] +} + +DEFAULT_TALK_TO_BOT_NAME (bot b, bot_name bn) +{ + default_talk_to_bot_name [Talk to $bn$] +} + +/////////////////////////////////ACTIONS////////////////////////////////////////////////////// + + +/////////////////////////////////INTERACTIVE BOT CHAT///////////////////////////////////////////////////////// + +ANSWER_NEXT () +{ + answer_next [Tell me more] +} + +ANSWER_BYE () +{ + answer_bye [Bye!] +} + +ANSWER_OK () +{ + answer_ok [Ok] +} + +ANSWER_SKIP () +{ + answer_skip [Don't bother me...] +} + +ANSWER_NO () +{ + answer_no [I'm not interested.] +} + +ANSWER_GROUP_NO () +{ + answer_group_no [We're not interested.] +} + + +/////////////////////////////// Charge & outpost related /////////////////////////////// +MIS_GAIN_CONTROL(place outpost_name) +{ + mis_gain_control [Prendre le contrôle de $outpost_name$] +} + +MIS_GIVE_CONTROL(place outpost_name) +{ + mis_give_control [Votre guilde a acquis le contrôle de $outpost_name$] +} + +MIS_CHARGE_POINT (int point_needed, int percent_realized) +{ + mis_charge_point [Marquer $point_needed$ point de charge\n + Vous en avez marquer $percent_realized$%.] +} + +MIS_RECV_CHARGE_POINT (int nb_point) +{ + mis_recv_charge_point [Vous avez gagné $nb_point$ point(s) de charge pour votre guilde.] +} diff --git a/translation/work/phrases/generic_task_phrases_wk.txt b/translation/work/phrases/generic_task_phrases_wk.txt new file mode 100644 index 0000000..fafedee --- /dev/null +++ b/translation/work/phrases/generic_task_phrases_wk.txt @@ -0,0 +1,5087 @@ +/************************************************************************************************************************** +TEMPLATE_TASK_CRAFT +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_CRAFT_0_TITLE (bot giver, int random, faction f) +{ + //default text + (random = 1) + template_task_craft_0_title_1 [Créer des objets] + + (random = 2) + template_task_craft_0_title_2 [Fabriquer des objets] + + (random = 3) + template_task_craft_0_title_3 [$giver$ a besoin d'objets] + + (random = 4) + template_task_craft_0_title_4 [$giver$ demande un artisan] + + (random = 5) + template_task_craft_0_title_5 [Commande spéciale] + + (random = 6) + template_task_craft_0_title_6 [Fabriquer du matériel] + + (random = 7) + template_task_craft_0_title_7 [$giver$ a besoin de matériel] + + (random = 8) + template_task_craft_0_title_8 [$giver$ a besoin d'un artisan] + + (random = 9) + template_task_craft_0_title_9 [Une commande pour $giver$] + + template_task_craft_0_title_10 [$giver$ veut des objets sur mesure] +} + +TEMPLATE_TASK_CRAFT_1_TITLE (bot giver, int random, faction f) +{ + //journeyman / matis, foreman / matis, ambassador / on matis land, welcomer / matis, Kami / on matis land, Karavan / on matis land + (random = 1) + template_task_craft_1_title_1 [Créer des objets matis] + + (random = 2) + template_task_craft_1_title_2 [Fabriquer des objets matis] + + (random = 3) + template_task_craft_1_title_3 [$giver$ a besoin d'objets matis] + + (random = 4) + template_task_craft_1_title_4 [$giver$ demande un fabricant d'objets matis] + + (random = 5) + template_task_craft_1_title_5 [Commande spéciale d'objets matis] + + (random = 6) + template_task_craft_1_title_6 [Fabriquer du matériel matis] + + (random = 7) + template_task_craft_1_title_7 [$giver$ a besoin de matériel matis] + + (random = 8) + template_task_craft_1_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel matis] + + (random = 9) + template_task_craft_1_title_9 [Une commande de matériel matis] + + template_task_craft_1_title_10 [$giver$ veut des objets matis sur mesure] +} + +TEMPLATE_TASK_CRAFT_2_TITLE (bot giver, int random, faction f) +{ + //journeyman / zorai, foreman / zorai, ambassador / on zorai land, welcomer / zorai, Kami / on zorai land, Karavan / on zorai land + (random = 1) + template_task_craft_2_title_1 [Créer des objets zorai] + + (random = 2) + template_task_craft_2_title_2 [Fabriquer des objets zorai] + + (random = 3) + template_task_craft_2_title_3 [$giver$ a besoin d'objets zorai] + + (random = 4) + template_task_craft_2_title_4 [$giver$ demande un fabricant d'objets zorai] + + (random = 5) + template_task_craft_2_title_5 [Commande spéciale d'objets zorai] + + (random = 6) + template_task_craft_2_title_6 [Fabriquer du matériel zorai] + + (random = 7) + template_task_craft_2_title_7 [$giver$ a besoin de matériel zorai] + + (random = 8) + template_task_craft_2_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel zorai] + + (random = 9) + template_task_craft_2_title_9 [Une commande de matériel zorai] + + template_task_craft_2_title_10 [$giver$ veut des objets zorai sur mesure] +} + +TEMPLATE_TASK_CRAFT_3_TITLE (bot giver, int random, faction f) +{ + //journeyman / fyros, foreman / fyros, ambassador / on fyros land, welcomer / fyros, Kami / on fyros land, Karavan / on fyros land + (random = 1) + template_task_craft_3_title_1 [Créer des objets fyros] + + (random = 2) + template_task_craft_3_title_2 [Fabriquer des objets fyros] + + (random = 3) + template_task_craft_3_title_3 [$giver$ a besoin d'objets fyros] + + (random = 4) + template_task_craft_3_title_4 [$giver$ demande un fabricant d'objets fyros] + + (random = 5) + template_task_craft_3_title_5 [Commande spéciale d'objets fyros] + + (random = 6) + template_task_craft_3_title_6 [Fabriquer du matériel fyros] + + (random = 7) + template_task_craft_3_title_7 [$giver$ a besoin de matériel fyros] + + (random = 8) + template_task_craft_3_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel fyros] + + (random = 9) + template_task_craft_3_title_9 [Une commande de matériel fyros] + + template_task_craft_3_title_10 [$giver$ veut des objets fyros sur mesure] +} + +TEMPLATE_TASK_CRAFT_4_TITLE (bot giver, int random, faction f) +{ + //journeyman / tryker, foreman / tryker, ambassador / on tryker land, welcomer / tryker, Kami / on tryker land, Karavan / on tryker land + (random = 1) + template_task_craft_4_title_1 [Créer des objets tryker] + + (random = 2) + template_task_craft_4_title_2 [Fabriquer des objets tryker] + + (random = 3) + template_task_craft_4_title_3 [$giver$ a besoin d'objets tryker] + + (random = 4) + template_task_craft_4_title_4 [$giver$ demande un fabricant d'objets tryker] + + (random = 5) + template_task_craft_4_title_5 [Commande spéciale d'objets tryker] + + (random = 6) + template_task_craft_4_title_6 [Fabriquer du matériel tryker] + + (random = 7) + template_task_craft_4_title_7 [$giver$ a besoin de matériel tryker] + + (random = 8) + template_task_craft_4_title_8 [$giver$ a besoin d'un artisan pour fabriquer du matériel tryker] + + (random = 9) + template_task_craft_4_title_9 [Une commande de matériel tryker] + + template_task_craft_4_title_10 [$giver$ veut des objets tryker sur mesure] +} + +TEMPLATE_TASK_CRAFT_5_TITLE (bot giver, int random, faction f) +{ + //foreman / armor + (random = 1) + template_task_craft_5_title_1 [Créer des armures] + + (random = 2) + template_task_craft_5_title_2 [Fabriquer des armures] + + (random = 3) + template_task_craft_5_title_3 [$giver$ a besoin d'armures] + + (random = 4) + template_task_craft_5_title_4 [$giver$ demande un fabricant d'armures] + + (random = 5) + template_task_craft_5_title_5 [Commande spéciale d'armures] + + (random = 6) + template_task_craft_5_title_6 [Des armures pour $giver$] + + (random = 7) + template_task_craft_5_title_7 [$giver$ veut de nouvelles armures] + + (random = 8) + template_task_craft_5_title_8 [$giver$ a besoin d'un artisan pour fabriquer des armures] + + (random = 9) + template_task_craft_5_title_9 [Une commande d'armures] + + template_task_craft_5_title_10 [$giver$ veut des armures sur mesure] +} + +TEMPLATE_TASK_CRAFT_6_TITLE (bot giver, int random, faction f) +{ + //foreman / weapons + (random = 1) + template_task_craft_6_title_1 [Créer des armes] + + (random = 2) + template_task_craft_6_title_2 [Fabriquer des armes] + + (random = 3) + template_task_craft_6_title_3 [$giver$ a besoin d'armes] + + (random = 4) + template_task_craft_6_title_4 [$giver$ demande un fabricant d'armes] + + (random = 5) + template_task_craft_6_title_5 [Commande spéciale d'armes] + + (random = 6) + template_task_craft_6_title_6 [Des armes pour $giver$] + + (random = 7) + template_task_craft_6_title_7 [$giver$ veut de nouvelles armes] + + (random = 8) + template_task_craft_6_title_8 [$giver$ a besoin d'un artisan pour fabriquer des armes] + + (random = 9) + template_task_craft_6_title_9 [Une commande d'armes] + + template_task_craft_6_title_10 [$giver$ veut des armes sur mesure] +} + +TEMPLATE_TASK_CRAFT_7_TITLE (bot giver, int random, faction f) +{ + //foreman / jewel + (random = 1) + template_task_craft_7_title_1 [Créer des bijoux] + + (random = 2) + template_task_craft_7_title_2 [Fabriquer des bijoux] + + (random = 3) + template_task_craft_7_title_3 [$giver$ a besoin de bijoux] + + (random = 4) + template_task_craft_7_title_4 [$giver$ demande un joaillier] + + (random = 5) + template_task_craft_7_title_5 [Commande spéciale de bijoux] + + (random = 6) + template_task_craft_7_title_6 [Des bijoux pour $giver$] + + (random = 7) + template_task_craft_7_title_7 [$giver$ veut de nouveaux bijoux] + + (random = 8) + template_task_craft_7_title_8 [$giver$ a besoin d'un joaillier] + + (random = 9) + template_task_craft_7_title_9 [Une commande de bijoux] + + template_task_craft_7_title_10 [$giver$ veut des bijoux sur mesure] +} + +TEMPLATE_TASK_CRAFT_8_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / weapons + (random = 1) + template_task_craft_8_title_1 [Créer des armes pour $f.mda$ $f.member$] + + (random = 2) + template_task_craft_8_title_2 [Fabriquer des armes pour $f.mda$ $f.member$] + + (random = 3) + template_task_craft_8_title_3 [$f.mda$ $f.member$ ont besoin d'armes] + + (random = 4) + template_task_craft_8_title_4 [$f.mda$ $f.member$ demandent un fabricant d'armes] + + (random = 5) + template_task_craft_8_title_5 [Commande spéciale d'armes pour $f.mda$ $f.member$] + + (random = 6) + template_task_craft_8_title_6 [Des armes pour $f.mda$ $f.member$] + + (random = 7) + template_task_craft_8_title_7 [$f.mda$ $f.member$ veulent de nouvelles armes] + + (random = 8) + template_task_craft_8_title_8 [$f.mda$ $f.member$ ont besoin d'un artisan pour fabriquer des armes] + + (random = 9) + template_task_craft_8_title_9 [Une commande d'armes pour $f.mda$ $f.member$] + + template_task_craft_8_title_10 [$f.mda$ $f.member$ veulent des armes sur mesure] +} + +TEMPLATE_TASK_CRAFT_9_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / armors + (random = 1) + template_task_craft_9_title_1 [Créer des armures pour $f.mda$ $f.member$] + + (random = 2) + template_task_craft_9_title_2 [Fabriquer des armures pour $f.mda$ $f.member$] + + (random = 3) + template_task_craft_9_title_3 [$f.mda$ $f.member$ ont besoin d'armures] + + (random = 4) + template_task_craft_9_title_4 [$f.mda$ $f.member$ demandent un fabricant d'armures] + + (random = 5) + template_task_craft_9_title_5 [Commande spéciale d'armures pour $f.mda$ $f.member$] + + (random = 6) + template_task_craft_9_title_6 [Des armures pour $f.mda$ $f.member$] + + (random = 7) + template_task_craft_9_title_7 [$f.mda$ $f.member$ veulent de nouvelles armures] + + (random = 8) + template_task_craft_9_title_8 [$f.mda$ $f.member$ ont besoin d'un artisan pour fabriquer des armures] + + (random = 9) + template_task_craft_9_title_9 [Une commande d'armures pour $f.mda$ $f.member$] + + template_task_craft_9_title_10 [$f.mda$ $f.member$ veulent des armures sur mesure] +} + +TEMPLATE_TASK_CRAFT_10_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / jewels + (random = 1) + template_task_craft_10_title_1 [Créer des bijoux pour $f.mda$ $f.member$] + + (random = 2) + template_task_craft_10_title_2 [Fabriquer des bijoux pour $f.mda$ $f.member$] + + (random = 3) + template_task_craft_10_title_3 [$f.mda$ $f.member$ ont besoin de bijoux] + + (random = 4) + template_task_craft_10_title_4 [$f.mda$ $f.member$ demandent un joaillier] + + (random = 5) + template_task_craft_10_title_5 [Commande spéciale de bijoux pour $f.mda$ $f.member$] + + (random = 6) + template_task_craft_10_title_6 [Des bijoux pour $f.mda$ $f.member$] + + (random = 7) + template_task_craft_10_title_7 [$f.mda$ $f.member$ veulent de nouveaux bijoux] + + (random = 8) + template_task_craft_10_title_8 [$f.mda$ $f.member$ ont besoin d'un joaillier] + + (random = 9) + template_task_craft_10_title_9 [Une commande de bijoux pour $f.mda$ $f.member$] + + template_task_craft_10_title_10 [$f.mda$ $f.member$ veulent des bijoux sur mesure] +} + +TEMPLATE_TASK_CRAFT_11_TITLE (bot giver, int random, faction f) +{ + //double fame journeyman / matis + (random = 1) + template_task_craft_11_title_1 [Créer des objets matis pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_11_title_2 [Fabriquer des objets matis pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_11_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets matis] + + (random = 4) + template_task_craft_11_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets matis] + + (random = 5) + template_task_craft_11_title_5 [Commande spéciale d'objets matis pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_11_title_6 [Fabriquer du matériel matis pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_11_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel matis] + + (random = 8) + template_task_craft_11_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel matis] + + (random = 9) + template_task_craft_11_title_9 [Une commande de matériel matis pour les amis $f.member$ de $giver$] + + template_task_craft_11_title_10 [Les amis $f.member$ de $giver$ veulent des objets matis sur mesure] +} + +TEMPLATE_TASK_CRAFT_12_TITLE (bot giver, int random, faction f) +{ + //double fame journeyman / zorai + (random = 1) + template_task_craft_12_title_1 [Créer des objets zorai pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_12_title_2 [Fabriquer des objets zorai pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_12_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets zorai] + + (random = 4) + template_task_craft_12_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets zorai] + + (random = 5) + template_task_craft_12_title_5 [Commande spéciale d'objets zorai pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_12_title_6 [Fabriquer du matériel zorai pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_12_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel zorai] + + (random = 8) + template_task_craft_12_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel zorai] + + (random = 9) + template_task_craft_12_title_9 [Une commande de matériel zorai pour les amis $f.member$ de $giver$] + + template_task_craft_12_title_10 [Les amis $f.member$ de $giver$ veulent des objets zorai sur mesure] +} + +TEMPLATE_TASK_CRAFT_13_TITLE (bot giver, int random, faction f) +{ + //double fame journeyman / fyros + (random = 1) + template_task_craft_13_title_1 [Créer des objets fyros pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_13_title_2 [Fabriquer des objets fyros pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_13_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets fyros] + + (random = 4) + template_task_craft_13_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets fyros] + + (random = 5) + template_task_craft_13_title_5 [Commande spéciale d'objets fyros pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_13_title_6 [Fabriquer du matériel fyros pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_13_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel fyros] + + (random = 8) + template_task_craft_13_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel fyros] + + (random = 9) + template_task_craft_13_title_9 [Une commande de matériel fyros pour les amis $f.member$ de $giver$] + + template_task_craft_13_title_10 [Les amis $f.member$ de $giver$ veulent des objets fyros sur mesure] +} + +TEMPLATE_TASK_CRAFT_14_TITLE (bot giver, int random, faction f) +{ + //double fame journeyman / tryker + (random = 1) + template_task_craft_14_title_1 [Créer des objets tryker pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_14_title_2 [Fabriquer des objets tryker pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_14_title_3 [Les amis $f.member$ de $giver$ ont besoin d'objets tryker] + + (random = 4) + template_task_craft_14_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'objets tryker] + + (random = 5) + template_task_craft_14_title_5 [Commande spéciale d'objets tryker pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_14_title_6 [Fabriquer du matériel tryker pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_14_title_7 [Les amis $f.member$ de $giver$ ont besoin de matériel tryker] + + (random = 8) + template_task_craft_14_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer du matériel tryker] + + (random = 9) + template_task_craft_14_title_9 [Une commande de matériel tryker pour les amis $f.member$ de $giver$] + + template_task_craft_14_title_10 [Les amis $f.member$ de $giver$ veulent des objets tryker sur mesure] +} + +TEMPLATE_TASK_CRAFT_15_TITLE (bot giver, int random, faction f) +{ + //double fame foreman / armor + (random = 1) + template_task_craft_15_title_1 [Créer des armures pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_15_title_2 [Fabriquer des armures pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_15_title_3 [Les amis $f.member$ de $giver$ ont besoin d'armures] + + (random = 4) + template_task_craft_15_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'armures] + + (random = 5) + template_task_craft_15_title_5 [Commande spéciale d'armures pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_15_title_6 [Des armures pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_15_title_7 [Les amis $f.member$ de $giver$ veulent de nouvelles armures] + + (random = 8) + template_task_craft_15_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer des armures] + + (random = 9) + template_task_craft_15_title_9 [Une commande d'armures pour les amis $f.member$ de $giver$] + + template_task_craft_15_title_10 [Les amis $f.member$ de $giver$ veulent des armures sur mesure] +} + +TEMPLATE_TASK_CRAFT_16_TITLE (bot giver, int random, faction f) +{ + //double fame foreman / weapons + (random = 1) + template_task_craft_16_title_1 [Créer des armes pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_16_title_2 [Fabriquer des armes pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_16_title_3 [Les amis $f.member$ de $giver$ ont besoin d'armes] + + (random = 4) + template_task_craft_16_title_4 [Les amis $f.member$ de $giver$ demandent un fabricant d'armes] + + (random = 5) + template_task_craft_16_title_5 [Commande spéciale d'armes pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_16_title_6 [Des armes pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_16_title_7 [Les amis $f.member$ de $giver$ veulent de nouvelles armes] + + (random = 8) + template_task_craft_16_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un artisan pour fabriquer des armes] + + (random = 9) + template_task_craft_16_title_9 [Une commande d'armes pour les amis $f.member$ de $giver$] + + template_task_craft_16_title_10 [Les amis $f.member$ de $giver$ veulent des armes sur mesure] +} + +TEMPLATE_TASK_CRAFT_17_TITLE (bot giver, int random, faction f) +{ + //double fame foreman / jewel + (random = 1) + template_task_craft_17_title_1 [Créer des bijoux pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_craft_17_title_2 [Fabriquer des bijoux pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_craft_17_title_3 [Les amis $f.member$ de $giver$ ont besoin de bijoux] + + (random = 4) + template_task_craft_17_title_4 [Les amis $f.member$ de $giver$ demandent un joaillier] + + (random = 5) + template_task_craft_17_title_5 [Commande spéciale de bijoux pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_craft_17_title_6 [Des bijoux pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_craft_17_title_7 [Les amis $f.member$ de $giver$ veulent de nouveaux bijoux] + + (random = 8) + template_task_craft_17_title_8 [Les amis $f.member$ de $giver$ ont besoin d'un joaillier] + + (random = 9) + template_task_craft_17_title_9 [Une commande de bijoux pour les amis $f.member$ de $giver$] + + template_task_craft_17_title_10 [Les amis $f.member$ de $giver$ veulent des bijoux sur mesure] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_CRAFT_INTRO_1(bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_craft_intro_1_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_craft_intro_1_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_craft_intro_1_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_craft_intro_1_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_CRAFT_INTRO_2(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_craft_intro_2_money [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_craft_intro_2_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_craft_intro_2_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_craft_intro_2_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_CRAFT_INTRO_3(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_craft_intro_3_money [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_craft_intro_3_money_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ t $qt3$ $i3$ de niveau $ql3$, et je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_craft_intro_3_fame_timed [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_craft_intro_3_fame [Fabriquez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_FORAGE +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_FORAGE_0_TITLE (bot giver, int random, faction f) +{ + //default text + (random = 1) + template_task_forage_0_title_1 [Nettoyer la terre] + + (random = 2) + template_task_forage_0_title_2 [Nettoyer les champs] + + (random = 3) + template_task_forage_0_title_3 [Purifier la terre] + + (random = 4) + template_task_forage_0_title_4 [$giver$ a besoin que quelqu'un nettoie les champs] + + (random = 5) + template_task_forage_0_title_5 [$giver$ a besoin que quelqu'un nettoie la terre] + + (random = 6) + template_task_forage_0_title_6 [Travailler la terre] + + (random = 7) + template_task_forage_0_title_7 [Préparer les champs] + + (random = 8) + template_task_forage_0_title_8 [$giver$ a besoin de quelqu'un pour préparer les champs] + + (random = 9) + template_task_forage_0_title_9 [Entretenir la terre] + + template_task_forage_0_title_10 [$giver$ a besoin de quelqu'un pour entretenir les champs] +} + +TEMPLATE_TASK_FORAGE_1_TITLE (bot giver, int random, faction f) +{ + //prospector / nocive + (random = 1) + template_task_forage_1_title_1 [Nettoyer les terres de $giver$] + + (random = 2) + template_task_forage_1_title_2 [Nettoyer les champs de $giver$] + + (random = 3) + template_task_forage_1_title_3 [Purifier les terres de $giver$] + + (random = 4) + template_task_forage_1_title_4 [$giver$ a besoin que quelqu'un nettoie ses champs] + + (random = 5) + template_task_forage_1_title_5 [$giver$ a besoin que quelqu'un nettoie ses terres] + + (random = 6) + template_task_forage_1_title_6 [Travailler la terre de $giver$] + + (random = 7) + template_task_forage_1_title_7 [Préparer les champs de $giver$] + + (random = 8) + template_task_forage_1_title_8 [$giver$ a besoin de quelqu'un pour préparer ses champs] + + (random = 9) + template_task_forage_1_title_9 [Entretenir les terres de $giver$] + + template_task_forage_1_title_10 [$giver$ a besoin de quelqu'un pour entretenir ses champs] +} + +TEMPLATE_TASK_FORAGE_2_TITLE (bot giver, int random, faction f) +{ + //prospector / kitin + (random = 1) + template_task_forage_2_title_1 [Nettoyer les traces de kitins dans les champs de $giver$] + + (random = 2) + template_task_forage_2_title_2 [Nettoyer les champs de $giver$ pollués par les kitins] + + (random = 3) + template_task_forage_2_title_3 [Purifier les terres de $giver$ des traces de kitins] + + (random = 4) + template_task_forage_2_title_4 [$giver$ a besoin que quelqu'un nettoie les traces de kitins dans ses champs] + + (random = 5) + template_task_forage_2_title_5 [Eliminer les traces de kitins des champs de $giver$] + + (random = 6) + template_task_forage_2_title_6 [Débarrasser les champs de $giver$ des traces de kitins] + + (random = 7) + template_task_forage_2_title_7 [$giver$ a besoin de quelqu'un pour éliminer les traces de kitins dans ses champs] + + (random = 8) + template_task_forage_2_title_8 [$giver$ a besoin de quelqu'un pour débarrasser ses champs des traces de kitins] + + (random = 9) + template_task_forage_2_title_9 [$giver$ demande qu'on nettoie les traces de kitins dans ses champs] + + template_task_forage_2_title_10 [$giver$ demande que quelqu'un élimine les traces de kitins de ses champs] +} + +TEMPLATE_TASK_FORAGE_3_TITLE (bot giver, int random, faction f) +{ + //prospector / goo + (random = 1) + template_task_forage_3_title_1 [Nettoyer les résidus de goo dans les champs de $giver$] + + (random = 2) + template_task_forage_3_title_2 [Nettoyer les champs de $giver$ pollués par la goo] + + (random = 3) + template_task_forage_3_title_3 [Purifier les terres de $giver$ infestées par la goo] + + (random = 4) + template_task_forage_3_title_4 [$giver$ a besoin que quelqu'un nettoie les résidus de goo dans ses champs] + + (random = 5) + template_task_forage_3_title_5 [Eliminer les résidus de goo dans les champs de $giver$] + + (random = 6) + template_task_forage_3_title_6 [Dépolluer les champs de $giver$ infestés par la goo] + + (random = 7) + template_task_forage_3_title_7 [$giver$ a besoin de quelqu'un pour éliminer les résidus de goo de ses champs] + + (random = 8) + template_task_forage_3_title_8 [$giver$ a besoin de quelqu'un pour dépolluer ses champs infestés par la goo] + + (random = 9) + template_task_forage_3_title_9 [$giver$ demande qu'on débarrasse ses champs des résidus de goo] + + template_task_forage_3_title_10 [$giver$ demande que quelqu'un élimine les résidus de goo de ses champs] +} + +TEMPLATE_TASK_FORAGE_4_TITLE (bot giver, int random, faction f) +{ + //scout / nocive, welcomer / nocive + (random = 1) + template_task_forage_4_title_1 [Nettoyer la terre] + + (random = 2) + template_task_forage_4_title_2 [Nettoyer les champs] + + (random = 3) + template_task_forage_4_title_3 [Purifier la terre] + + (random = 4) + template_task_forage_4_title_4 [$giver$ a besoin que quelqu'un nettoie les champs] + + (random = 5) + template_task_forage_4_title_5 [$giver$ a besoin que quelqu'un nettoie la terre] + + (random = 6) + template_task_forage_4_title_6 [Travailler la terre] + + (random = 7) + template_task_forage_4_title_7 [Préparer les champs] + + (random = 8) + template_task_forage_4_title_8 [$giver$ a besoin de quelqu'un pour préparer les champs] + + (random = 9) + template_task_forage_4_title_9 [Entretenir la terre] + + template_task_forage_4_title_10 [$giver$ a besoin de quelqu'un pour entretenir les champs] +} + +TEMPLATE_TASK_FORAGE_5_TITLE (bot giver, int random, faction f) +{ + //scout / kitin, welcomer / kitin + (random = 1) + template_task_forage_5_title_1 [Nettoyer les traces de kitins dans les champs] + + (random = 2) + template_task_forage_5_title_2 [Nettoyer les champs pollués par les kitins] + + (random = 3) + template_task_forage_5_title_3 [Purifier la terre des traces de kitins] + + (random = 4) + template_task_forage_5_title_4 [$giver$ a besoin que quelqu'un nettoie les traces de kitins dans les champs] + + (random = 5) + template_task_forage_5_title_5 [Eliminer les traces de kitins dans les champs] + + (random = 6) + template_task_forage_5_title_6 [Débarrasser les champs des traces de kitins] + + (random = 7) + template_task_forage_5_title_7 [$giver$ a besoin de quelqu'un pour éliminer les traces de kitins des champs] + + (random = 8) + template_task_forage_5_title_8 [$giver$ a besoin de quelqu'un pour débarrasser les champs des traces de kitins] + + (random = 9) + template_task_forage_5_title_9 [$giver$ demande qu'on nettoie les traces de kitins dans les champs] + + template_task_forage_5_title_10 [$giver$ demande que quelqu'un élimine les traces de kitins des champs] +} + +TEMPLATE_TASK_FORAGE_6_TITLE (bot giver, int random, faction f) +{ + //scout / goo, welcomer / goo + (random = 1) + template_task_forage_6_title_1 [Nettoyer les résidus de goo dans les champs] + + (random = 2) + template_task_forage_6_title_2 [Nettoyer les champs pollués par la goo] + + (random = 3) + template_task_forage_6_title_3 [Purifier la terre infestée par la goo] + + (random = 4) + template_task_forage_6_title_4 [$giver$ a besoin que quelqu'un nettoie les résidus de goo dans les champs] + + (random = 5) + template_task_forage_6_title_5 [Eliminer les résidus de goo] + + (random = 6) + template_task_forage_6_title_6 [Dépolluer les champs infestés par la goo] + + (random = 7) + template_task_forage_6_title_7 [$giver$ a besoin de quelqu'un pour éliminer les résidus de goo des champs] + + (random = 8) + template_task_forage_6_title_8 [$giver$ a besoin de quelqu'un pour dépolluer les champs infestés par la goo] + + (random = 9) + template_task_forage_6_title_9 [$giver$ demande qu'on nettoie les résidus de goo dans les champs] + + template_task_forage_6_title_10 [$giver$ demande que quelqu'un élimine les résidus de goo des champs] +} + +TEMPLATE_TASK_FORAGE_7_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / nocive + (random = 1) + template_task_forage_7_title_1 [Nettoyer les terres des $f.member$] + + (random = 2) + template_task_forage_7_title_2 [Nettoyer les champs des $f.member$] + + (random = 3) + template_task_forage_7_title_3 [Purifier les terres des $f.member$] + + (random = 4) + template_task_forage_7_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie leurs champs] + + (random = 5) + template_task_forage_7_title_5 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie leurs terres] + + (random = 6) + template_task_forage_7_title_6 [Travailler la terre pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_7_title_7 [Préparer les champs des $f.member$] + + (random = 8) + template_task_forage_7_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour préparer leurs champs] + + (random = 9) + template_task_forage_7_title_9 [Entretenir les terres des $f.member$] + + template_task_forage_7_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour entretenir leurs champs] +} + +TEMPLATE_TASK_FORAGE_8_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / kitin + (random = 1) + template_task_forage_8_title_1 [Nettoyer les traces de kitins pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_8_title_2 [Nettoyer les champs des $f.member$ pollués par les kitins] + + (random = 3) + template_task_forage_8_title_3 [Purifier les terres des $f.member$ des traces de kitins] + + (random = 4) + template_task_forage_8_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie les traces de kitins dans leurs champs] + + (random = 5) + template_task_forage_8_title_5 [Eliminer les traces de kitins pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_8_title_6 [Débarrasser les champs des $f.member$ des traces de kitins] + + (random = 7) + template_task_forage_8_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour éliminer les traces de kitins de leurs champs] + + (random = 8) + template_task_forage_8_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour débarrasser leurs champs des traces de kitins] + + (random = 9) + template_task_forage_8_title_9 [$f.mda$ $f.member$ demandent qu'on nettoie les traces de kitins dans leurs champs] + + template_task_forage_8_title_10 [$f.mda$ $f.member$ demandent que quelqu'un élimine les traces de kitins de leurs champs] +} + +TEMPLATE_TASK_FORAGE_9_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / goo + (random = 1) + template_task_forage_9_title_1 [Nettoyer les résidus de goo pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_9_title_2 [Nettoyer les champs des $f.member$ pollués par la goo] + + (random = 3) + template_task_forage_9_title_3 [Purifier les terres des $f.member$ infestées par la goo] + + (random = 4) + template_task_forage_9_title_4 [$f.mda$ $f.member$ ont besoin que quelqu'un nettoie les résidus de goo dans leurs champs] + + (random = 5) + template_task_forage_9_title_5 [Eliminer les résidus de goo pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_9_title_6 [Dépolluer les champs des $f.member$ infestés par la goo] + + (random = 7) + template_task_forage_9_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour éliminer les résidus de goo de leurs champs] + + (random = 8) + template_task_forage_9_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour dépolluer leurs champs infestés par la goo] + + (random = 9) + template_task_forage_9_title_9 [$f.mda$ $f.member$ demandent qu'on nettoie les résidus de goo dans leurs champs] + + template_task_forage_9_title_10 [$f.mda$ $f.member$ demandent que quelqu'un élimine les résidus de goo de leurs champs] +} + +TEMPLATE_TASK_FORAGE_10_TITLE (bot giver, int random, faction f) +{ + //Kami / nocive + (random = 1) + template_task_forage_10_title_1 [Nettoyer la terre pour les Kamis] + + (random = 2) + template_task_forage_10_title_2 [Nettoyer les champs pour les Kamis] + + (random = 3) + template_task_forage_10_title_3 [Purifier la terre pour les Kamis] + + (random = 4) + template_task_forage_10_title_4 [Les Kamis ont besoin que quelqu'un nettoie les champs] + + (random = 5) + template_task_forage_10_title_5 [Les Kamis ont besoin que quelqu'un nettoie les terres] + + (random = 6) + template_task_forage_10_title_6 [Travailler la terre pour les Kamis] + + (random = 7) + template_task_forage_10_title_7 [Préparer les champs pour les Kamis] + + (random = 8) + template_task_forage_10_title_8 [Les Kamis ont besoin de quelqu'un pour préparer les champs] + + (random = 9) + template_task_forage_10_title_9 [Entretenir la terre pour les Kamis] + + template_task_forage_10_title_10 [Les Kamis ont besoin de quelqu'un pour entretenir les champs] +} + +TEMPLATE_TASK_FORAGE_11_TITLE (bot giver, int random, faction f) +{ + //Kami / kitin + (random = 1) + template_task_forage_11_title_1 [Nettoyer les traces de kitins pour les Kamis] + + (random = 2) + template_task_forage_11_title_2 [Nettoyer les champs pollués par les kitins pour les Kamis] + + (random = 3) + template_task_forage_11_title_3 [Purifier la terre des traces de kitins pour les Kamis] + + (random = 4) + template_task_forage_11_title_4 [Les Kamis ont besoin que quelqu'un nettoie les traces de kitins dans les champs] + + (random = 5) + template_task_forage_11_title_5 [Eliminer les traces de kitins pour les Kamis] + + (random = 6) + template_task_forage_11_title_6 [Débarrasser les champs des traces de kitins pour les Kamis] + + (random = 7) + template_task_forage_11_title_7 [Les Kamis ont besoin de quelqu'un pour éliminer les traces de kitins des champs] + + (random = 8) + template_task_forage_11_title_8 [Les Kamis ont besoin de quelqu'un pour débarrasser les champs des traces de kitins] + + (random = 9) + template_task_forage_11_title_9 [Les Kamis demandent qu'on nettoie les traces de kitins dans les champs] + + template_task_forage_11_title_10 [Les Kamis demandent que quelqu'un élimine les traces de kitins des champs] +} + +TEMPLATE_TASK_FORAGE_12_TITLE (bot giver, int random, faction f) +{ + //Kami / goo + (random = 1) + template_task_forage_12_title_1 [Nettoyer les résidus de goo pour les Kamis] + + (random = 2) + template_task_forage_12_title_2 [Nettoyer les champs pollués par la goo pour les Kamis] + + (random = 3) + template_task_forage_12_title_3 [Purifier la terre infestée par la goo pour les Kamis] + + (random = 4) + template_task_forage_12_title_4 [Les Kamis ont besoin que quelqu'un nettoie les résidus de goo dans les champs] + + (random = 5) + template_task_forage_12_title_5 [Eliminer les résidus de goo pour les Kamis] + + (random = 6) + template_task_forage_12_title_6 [Dépolluer les champs infestés par la goo pour les Kamis] + + (random = 7) + template_task_forage_12_title_7 [Les Kamis ont besoin de quelqu'un pour éliminer les résidus de goo des champs] + + (random = 8) + template_task_forage_12_title_8 [Les Kamis ont besoin de quelqu'un pour dépolluer les champs infestés par la goo] + + (random = 9) + template_task_forage_12_title_9 [Les Kamis demandent qu'on nettoie les résidus de goo dans les champs] + + template_task_forage_12_title_10 [Les Kamis demandent que quelqu'un élimine les résidus de goo des champs] +} + +TEMPLATE_TASK_FORAGE_13_TITLE (bot giver, int random, faction f) +{ + //Karavan / nocive + (random = 1) + template_task_forage_13_title_1 [Nettoyer la terre pour que la Karavan puisse l'exploiter] + + (random = 2) + template_task_forage_13_title_2 [Nettoyer les champs pour que la Karavan puisse les exploiter] + + (random = 3) + template_task_forage_13_title_3 [Purifier la terre pour que la Karavan puisse l'exploiter] + + (random = 4) + template_task_forage_13_title_4 [La Karavan a besoin que quelqu'un nettoie les champs pour pouvoir les exploiter] + + (random = 5) + template_task_forage_13_title_5 [La Karavan a besoin que quelqu'un nettoie la terre pour pouvoir l'exploiter] + + (random = 6) + template_task_forage_13_title_6 [Travailler la terre pour que la Karavan puisse l'exploiter] + + (random = 7) + template_task_forage_13_title_7 [Préparer les champs pour que la Karavan puisse l'exploiter] + + (random = 8) + template_task_forage_13_title_8 [La Karavan a besoin de quelqu'un pour préparer les champs pour pouvoir les exploiter] + + (random = 9) + template_task_forage_13_title_9 [Entretenir la terre pour que la Karavan puisse l'exploiter] + + template_task_forage_13_title_10 [La Karavan a besoin de quelqu'un pour entretenir les champs pour pouvoir les exploiter] +} + +TEMPLATE_TASK_FORAGE_14_TITLE (bot giver, int random, faction f) +{ + //Karavan / kitin + (random = 1) + template_task_forage_14_title_1 [Nettoyer les traces de kitins pour que la Karavan puisse exploiter les ressources] + + (random = 2) + template_task_forage_14_title_2 [Nettoyer les champs pollués par les kitins pour que la Karavan puisse les exploiter] + + (random = 3) + template_task_forage_14_title_3 [Purifier la terre des traces de kitins pour que la Karavan puisse l'exploiter] + + (random = 4) + template_task_forage_14_title_4 [La Karavan a besoin que quelqu'un nettoie les traces de kitins dans les champs pour pouvoir les exploiter] + + (random = 5) + template_task_forage_14_title_5 [Eliminer les traces de kitins pour que la Karavan puisse exploiter les ressources] + + (random = 6) + template_task_forage_14_title_6 [Débarrasser les champs des traces de kitins pour que la Karavan puisse les exploiter] + + (random = 7) + template_task_forage_14_title_7 [La Karavan a besoin de quelqu'un pour éliminer les traces de kitins des champs pour pouvoir les exploiter] + + (random = 8) + template_task_forage_14_title_8 [La Karavan a besoin de quelqu'un pour débarrasser les champs des traces de kitins pour pouvoir les exploiter] + + (random = 9) + template_task_forage_14_title_9 [La Karavan demande qu'on nettoie les traces de kitins dans les champs pour pouvoir les exploiter] + + template_task_forage_14_title_10 [La Karavan demande que quelqu'un élimine les traces de kitins des champs pour pouvoir les exploiter] +} + +TEMPLATE_TASK_FORAGE_15_TITLE (bot giver, int random, faction f) +{ + //Karavan / goo + (random = 1) + template_task_forage_15_title_1 [Nettoyer les résidus de goo pour que la Karavan puisse exploiter les ressources] + + (random = 2) + template_task_forage_15_title_2 [Nettoyer les champs pollués par la goo pour que la Karavan puisse les exploiter] + + (random = 3) + template_task_forage_15_title_3 [Purifier la terre infestée par la goo pour que la Karavan puisse l'exploiter] + + (random = 4) + template_task_forage_15_title_4 [La Karavan a besoin que quelqu'un nettoie les résidus de goo dans les champs pour pouvoir les exploiter] + + (random = 5) + template_task_forage_15_title_5 [Eliminer les résidus de goo pour que la Karavan puisse exploiter les ressources] + + (random = 6) + template_task_forage_15_title_6 [Dépolluer les champs infestés par la goo pour que la Karavan puisse les exploiter] + + (random = 7) + template_task_forage_15_title_7 [La Karavan a besoin de quelqu'un pour éliminer les résidus de goo des champs pour pouvoir les exploiter] + + (random = 8) + template_task_forage_15_title_8 [La Karavan a besoin de quelqu'un pour dépolluer les champs infestés par la goo pour pouvoir les exploiter] + + (random = 9) + template_task_forage_15_title_9 [La Karavan demande qu'on nettoie les résidus de goo dans les champs pour pouvoir les exploiter] + + template_task_forage_15_title_10 [La Karavan demande que quelqu'un élimine les résidus de goo des champs pour pouvoir les exploiter] +} + +TEMPLATE_TASK_FORAGE_16_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / nocive + (random = 1) + template_task_forage_16_title_1 [Nettoyer les terres des amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_16_title_2 [Nettoyer les champs des amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_16_title_3 [Purifier les terres des amis $f.member$ de $giver$] + + (random = 4) + template_task_forage_16_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie leurs champs] + + (random = 5) + template_task_forage_16_title_5 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie leurs terres] + + (random = 6) + template_task_forage_16_title_6 [Travailler la terre pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_16_title_7 [Préparer les champs des amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_16_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour préparer leurs champs] + + (random = 9) + template_task_forage_16_title_9 [Entretenir les terres des amis $f.member$ de $giver$] + + template_task_forage_16_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour entretenir leurs champs] +} + +TEMPLATE_TASK_FORAGE_17_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / kitin + (random = 1) + template_task_forage_17_title_1 [Nettoyer les traces de kitins pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_17_title_2 [Nettoyer les champs des amis $f.member$ de $giver$ pollués par les kitins] + + (random = 3) + template_task_forage_17_title_3 [Purifier les terres des traces de kitins pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_forage_17_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie les traces de kitins dans leurs champs] + + (random = 5) + template_task_forage_17_title_5 [Eliminer les traces de kitins pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_17_title_6 [Débarrasser les champs des traces de kitins pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_17_title_7 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour éliminer les traces de kitins de leurs champs] + + (random = 8) + template_task_forage_17_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour débarrasser leurs champs des traces de kitins] + + (random = 9) + template_task_forage_17_title_9 [Les amis $f.member$ de $giver$ demandent qu'on nettoie les traces de kitins dans leurs champs] + + template_task_forage_17_title_10 [Les amis $f.member$ de $giver$ demandent que quelqu'un élimine les traces de kitins de leurs champs] +} + +TEMPLATE_TASK_FORAGE_18_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / goo + (random = 1) + template_task_forage_18_title_1 [Nettoyer les résidus de goo pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_18_title_2 [Nettoyer les champs des amis $f.member$ de $giver$ pollués par la goo] + + (random = 3) + template_task_forage_18_title_3 [Purifier les terres des amis $f.member$ de $giver$ infestées par la goo] + + (random = 4) + template_task_forage_18_title_4 [Les amis $f.member$ de $giver$ ont besoin que quelqu'un nettoie les résidus de goo dans leurs champs] + + (random = 5) + template_task_forage_18_title_5 [Eliminer les résidus de goo pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_18_title_6 [Dépolluer les champs des amis $f.member$ de $giver$ infestés par la goo] + + (random = 7) + template_task_forage_18_title_7 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour éliminer les résidus de goo de leurs champs] + + (random = 8) + template_task_forage_18_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour dépolluer leurs champs infestés par la goo] + + (random = 9) + template_task_forage_18_title_9 [Les amis $f.member$ de $giver$ demandent qu'on nettoie les résidus de goo dans leurs champs] + + template_task_forage_18_title_10 [Les amis $f.member$ de $giver$ demandent que quelqu'un élimine les résidus de goo de leurs champs] +} +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_FORAGE_INTRO_1(bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_intro_1_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_intro_1_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_intro_1_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_intro_1_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_FORAGE_INTRO_2(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_intro_2_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_intro_2_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_intro_2_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_intro_2_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_FORAGE_INTRO_3(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_intro_3_money [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_intro_3_money_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_intro_3_fame_timed [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_intro_3_fame [Nettoyez la terre, récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_FORAGE_GIVE +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_FORAGE_GIVE_0_TITLE (bot giver, int random, faction f) +{ + //default text + (random = 1) + template_task_forage_give_0_title_1 [Récolter des matières premières] + + (random = 2) + template_task_forage_give_0_title_2 [Réunir des matières premières] + + (random = 3) + template_task_forage_give_0_title_3 [$giver$ a besoin de matière premières] + + (random = 4) + template_task_forage_give_0_title_4 [Fournir des matières premières à $giver$] + + (random = 5) + template_task_forage_give_0_title_5 [Commande spéciale de matières premières] + + (random = 6) + template_task_forage_give_0_title_6 [Une commande de matières premières] + + (random = 7) + template_task_forage_give_0_title_7 [Récolter des matériaux] + + (random = 8) + template_task_forage_give_0_title_8 [Réunir des matériaux] + + (random = 9) + template_task_forage_give_0_title_9 [$giver$ a besoin de matériaux] + + template_task_forage_give_0_title_10 [Fournir des matériaux à $giver$] +} + +TEMPLATE_TASK_FORAGE_GIVE_1_TITLE (bot giver, int random, faction f) +{ + //prospector / construction, welcomer / construction, scout / construction + (random = 1) + template_task_forage_give_1_title_1 [Récolter des matières premières de construction] + + (random = 2) + template_task_forage_give_1_title_2 [Réunir des matières premières de construction] + + (random = 3) + template_task_forage_give_1_title_3 [$giver$ a besoin de matière premières de construction] + + (random = 4) + template_task_forage_give_1_title_4 [Fournir des matières premières de construction à $giver$] + + (random = 5) + template_task_forage_give_1_title_5 [Commande spéciale de matières premières de construction] + + (random = 6) + template_task_forage_give_1_title_6 [Une commande de matières premières de construction] + + (random = 7) + template_task_forage_give_1_title_7 [Récolter des matériaux de construction] + + (random = 8) + template_task_forage_give_1_title_8 [Réunir des matériaux de construction] + + (random = 9) + template_task_forage_give_1_title_9 [$giver$ a besoin de matériaux de construction] + + template_task_forage_give_1_title_10 [Fournir des matériaux de construction à $giver$] +} + +TEMPLATE_TASK_FORAGE_GIVE_2_TITLE (bot giver, int random, faction f) +{ + //prospector / insects, welcomer / insects, scout / insects + (random = 1) + template_task_forage_give_2_title_1 [Récolter des insectes] + + (random = 2) + template_task_forage_give_2_title_2 [Réunir des insectes] + + (random = 3) + template_task_forage_give_2_title_3 [$giver$ veut se procurer des insectes] + + (random = 4) + template_task_forage_give_2_title_4 [Fournir des insectes à $giver$] + + (random = 5) + template_task_forage_give_2_title_5 [Commande spéciale d'insectes] + + (random = 6) + template_task_forage_give_2_title_6 [Une commande d'insectes] + + (random = 7) + template_task_forage_give_2_title_7 [Collecter des insectes] + + (random = 8) + template_task_forage_give_2_title_8 [$giver$ a besoin de quelqu'un pour collecter des insectes] + + (random = 9) + template_task_forage_give_2_title_9 [Approvisionner $giver$ en insectes] + + template_task_forage_give_2_title_10 [$giver$ a besoin de quelqu'un pour récolter des insectes] +} + +TEMPLATE_TASK_FORAGE_GIVE_3_TITLE (bot giver, int random, faction f) +{ + //prospector / food, welcomer / food, scout / food + (random = 1) + template_task_forage_give_3_title_1 [Récolter de la nourriture] + + (random = 2) + template_task_forage_give_3_title_2 [Réunir de la nourriture] + + (random = 3) + template_task_forage_give_3_title_3 [$giver$ manque de nourriture] + + (random = 4) + template_task_forage_give_3_title_4 [Fournir de la nourriture à $giver$] + + (random = 5) + template_task_forage_give_3_title_5 [Commande spéciale de nourriture] + + (random = 6) + template_task_forage_give_3_title_6 [Une commande de nourriture] + + (random = 7) + template_task_forage_give_3_title_7 [Collecter de la nourriture] + + (random = 8) + template_task_forage_give_3_title_8 [$giver$ a besoin de quelqu'un pour collecter de la nourriture] + + (random = 9) + template_task_forage_give_3_title_9 [Approvisionner $giver$ en nourriture] + + template_task_forage_give_3_title_10 [$giver$ a besoin de quelqu'un pour récolter de la nourriture] +} + +TEMPLATE_TASK_FORAGE_GIVE_4_TITLE (bot giver, int random, faction f) +{ + //prospector / kitin, welcomer / kitin, scout / kitin + (random = 1) + template_task_forage_give_4_title_1 [Récolter des traces de kitin à étudier] + + (random = 2) + template_task_forage_give_4_title_2 [Réunir des traces de kitin pour étude] + + (random = 3) + template_task_forage_give_4_title_3 [$giver$ a besoin de restes de kitin pour étude] + + (random = 4) + template_task_forage_give_4_title_4 [Fournir des traces de kitin à $giver$ pour étude] + + (random = 5) + template_task_forage_give_4_title_5 [Commande spéciale de restes de kitin à étudier] + + (random = 6) + template_task_forage_give_4_title_6 [Une commande de restes de kitin à étudier] + + (random = 7) + template_task_forage_give_4_title_7 [Collecter des restes de kitin à étudier] + + (random = 8) + template_task_forage_give_4_title_8 [$giver$ a besoin de quelqu'un pour rassembler des restes de kitin à étudier] + + (random = 9) + template_task_forage_give_4_title_9 [Approvisionner $giver$ en restes de kitin à étudier] + + template_task_forage_give_4_title_10 [$giver$ a besoin de quelqu'un pour récolter des restes de kitin à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_5_TITLE (bot giver, int random, faction f) +{ + //prospector / goo, welcomer / goo, scout / goo + (random = 1) + template_task_forage_give_5_title_1 [Récolter des résidus de goo à étudier] + + (random = 2) + template_task_forage_give_5_title_2 [Réunir des résidus de goo à étudier] + + (random = 3) + template_task_forage_give_5_title_3 [$giver$ a besoin de résidus de goo pour étude] + + (random = 4) + template_task_forage_give_5_title_4 [Fournir des résidus de goo à $giver$ pour étude] + + (random = 5) + template_task_forage_give_5_title_5 [Commande spéciale de traces de goo à étudier] + + (random = 6) + template_task_forage_give_5_title_6 [Une commande de traces de goo à étudier] + + (random = 7) + template_task_forage_give_5_title_7 [Collecter des traces de goo à étudier] + + (random = 8) + template_task_forage_give_5_title_8 [$giver$ a besoin de quelqu'un pour rassembler des traces de goo à étudier] + + (random = 9) + template_task_forage_give_5_title_9 [Approvisionner $giver$ en traces de goo à étudier] + + template_task_forage_give_5_title_10 [$giver$ a besoin de quelqu'un pour récolter des traces de goo à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_6_TITLE (bot giver, int random, faction f) +{ + //prospector / conservateur, welcomer / conservateur, scout / conservateur + (random = 1) + template_task_forage_give_6_title_1 [Récolter des conservateurs] + + (random = 2) + template_task_forage_give_6_title_2 [Réunir des conservateurs] + + (random = 3) + template_task_forage_give_6_title_3 [$giver$ manque de conservateurs] + + (random = 4) + template_task_forage_give_6_title_4 [Fournir des conservateurs à $giver$] + + (random = 5) + template_task_forage_give_6_title_5 [Commande spéciale de conservateurs] + + (random = 6) + template_task_forage_give_6_title_6 [Une commande de conservateurs] + + (random = 7) + template_task_forage_give_6_title_7 [Collecter des conservateurs] + + (random = 8) + template_task_forage_give_6_title_8 [$giver$ a besoin de quelqu'un pour collecter des conservateurs] + + (random = 9) + template_task_forage_give_6_title_9 [Approvisionner $giver$ en conservateurs] + + template_task_forage_give_6_title_10 [$giver$ a besoin de quelqu'un pour récolter des conservateurs] +} + +TEMPLATE_TASK_FORAGE_GIVE_7_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / construction + (random = 1) + template_task_forage_give_7_title_1 [Récolter des matières premières de construction pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_7_title_2 [Réunir des matières premières de construction pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_7_title_3 [$f.mda$ $f.member$ ont besoin de matière premières de construction] + + (random = 4) + template_task_forage_give_7_title_4 [Fournir des matières premières de construction aux $f.member$] + + (random = 5) + template_task_forage_give_7_title_5 [Commande spéciale de matières premières de construction pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_7_title_6 [Une commande de matières premières de construction pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_7_title_7 [Récolter des matériaux de construction pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_7_title_8 [Réunir des matériaux de construction pour $f.mda$ $f.member$] + + (random = 9) + template_task_forage_give_7_title_9 [$f.mda$ $f.member$ ont besoin de matériaux de construction] + + template_task_forage_give_7_title_10 [Fournir des matériaux de construction aux $f.member$] +} + +TEMPLATE_TASK_FORAGE_GIVE_8_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / insects + (random = 1) + template_task_forage_give_8_title_1 [Récolter des insectes pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_8_title_2 [Réunir des insectes pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_8_title_3 [$f.mda$ $f.member$ veulent se procurer des insectes] + + (random = 4) + template_task_forage_give_8_title_4 [Fournir des insectes aux $f.member$] + + (random = 5) + template_task_forage_give_8_title_5 [Commande spéciale d'insectes pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_8_title_6 [Une commande d'insectes pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_8_title_7 [Collecter des insectes pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_8_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter des insectes] + + (random = 9) + template_task_forage_give_8_title_9 [Approvisionner $f.mda$ $f.member$ en insectes] + + template_task_forage_give_8_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des insectes] +} + +TEMPLATE_TASK_FORAGE_GIVE_9_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / food + (random = 1) + template_task_forage_give_9_title_1 [Récolter de la nourriture pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_9_title_2 [Réunir de la nourriture pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_9_title_3 [$f.mda$ $f.member$ manquent de nourriture] + + (random = 4) + template_task_forage_give_9_title_4 [Fournir de la nourriture aux $f.member$] + + (random = 5) + template_task_forage_give_9_title_5 [Commande spéciale de nourriture pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_9_title_6 [Une commande de nourriture pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_9_title_7 [Collecter de la nourriture pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_9_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter de la nourriture] + + (random = 9) + template_task_forage_give_9_title_9 [Approvisionner $f.mda$ $f.member$ en nourriture] + + template_task_forage_give_9_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter de la nourriture] +} + +TEMPLATE_TASK_FORAGE_GIVE_10_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / kitin + (random = 1) + template_task_forage_give_10_title_1 [Récolter des traces de kitin pour étude pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_10_title_2 [Réunir des traces de kitin pour étude pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_10_title_3 [$f.mda$ $f.member$ ont besoin de restes de kitin pour étude] + + (random = 4) + template_task_forage_give_10_title_4 [Fournir des traces de kitin aux $f.member$ pour étude] + + (random = 5) + template_task_forage_give_10_title_5 [Commande spéciale de restes de kitin à étudier pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_10_title_6 [Une commande de restes de kitin à étudier pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_10_title_7 [Collecter des restes de kitin à étudier pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_10_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour rassembler des restes de kitin à étudier] + + (random = 9) + template_task_forage_give_10_title_9 [Approvisionner $f.mda$ $f.member$ en restes de kitin à étudier] + + template_task_forage_give_10_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des restes de kitin à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_11_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / goo + (random = 1) + template_task_forage_give_11_title_1 [Récolter des résidus de goo pour étude pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_11_title_2 [Réunir des résidus de goo pour étude pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_11_title_3 [$f.mda$ $f.member$ ont besoin de résidus de goo pour étude] + + (random = 4) + template_task_forage_give_11_title_4 [Fournir des résidus de goo aux $f.member$ pour étude] + + (random = 5) + template_task_forage_give_11_title_5 [Commande spéciale de traces de goo à étudier pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_11_title_6 [Une commande de traces de goo à étudier pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_11_title_7 [Collecter des traces de goo à étudier pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_11_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour rassembler des traces de goo à étudier] + + (random = 9) + template_task_forage_give_11_title_9 [Approvisionner $f.mda$ $f.member$ en traces de goo à étudier] + + template_task_forage_give_11_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des traces de goo à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_12_TITLE (bot giver, int random, faction f) +{ + //tribe welcomer / conservateur + (random = 1) + template_task_forage_give_12_title_1 [Récolter des conservateurs pour $f.mda$ $f.member$] + + (random = 2) + template_task_forage_give_12_title_2 [Réunir des conservateurs pour $f.mda$ $f.member$] + + (random = 3) + template_task_forage_give_12_title_3 [$f.mda$ $f.member$ manquent de conservateurs] + + (random = 4) + template_task_forage_give_12_title_4 [Fournir des conservateurs aux $f.member$] + + (random = 5) + template_task_forage_give_12_title_5 [Commande spéciale de conservateurs pour $f.mda$ $f.member$] + + (random = 6) + template_task_forage_give_12_title_6 [Une commande de conservateurs pour $f.mda$ $f.member$] + + (random = 7) + template_task_forage_give_12_title_7 [Collecter des conservateurs pour $f.mda$ $f.member$] + + (random = 8) + template_task_forage_give_12_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour collecter des conservateurs] + + (random = 9) + template_task_forage_give_12_title_9 [Approvisionner $f.mda$ $f.member$ en conservateurs] + + template_task_forage_give_12_title_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour récolter des conservateurs] +} + +TEMPLATE_TASK_FORAGE_GIVE_13_TITLE (bot giver, int random, faction f) +{ + //Kami / construction + (random = 1) + template_task_forage_give_13_title_1 [Récolter des matières premières de construction pour les Kamis] + + (random = 2) + template_task_forage_give_13_title_2 [Réunir des matières premières de construction pour les Kamis] + + (random = 3) + template_task_forage_give_13_title_3 [Les Kamis ont besoin de matière premières de construction] + + (random = 4) + template_task_forage_give_13_title_4 [Fournir des matières premières de construction aux Kamis] + + (random = 5) + template_task_forage_give_13_title_5 [Commande spéciale de matières premières de construction pour les Kamis] + + (random = 6) + template_task_forage_give_13_title_6 [Une commande de matières premières de construction pour les Kamis] + + (random = 7) + template_task_forage_give_13_title_7 [Récolter des matériaux de construction pour les Kamis] + + (random = 8) + template_task_forage_give_13_title_8 [Réunir des matériaux de construction pour les Kamis] + + (random = 9) + template_task_forage_give_13_title_9 [Les Kamis ont besoin de matériaux de construction] + + template_task_forage_give_13_title_10 [Fournir des matériaux de construction aux Kamis] +} + +TEMPLATE_TASK_FORAGE_GIVE_14_TITLE (bot giver, int random, faction f) +{ + //Kami / insects + (random = 1) + template_task_forage_give_14_title_1 [Récolter des insectes pour les Kamis] + + (random = 2) + template_task_forage_give_14_title_2 [Réunir des insectes pour les Kamis] + + (random = 3) + template_task_forage_give_14_title_3 [Les Kamis veulent se procurer des insectes] + + (random = 4) + template_task_forage_give_14_title_4 [Fournir des insectes aux Kamis] + + (random = 5) + template_task_forage_give_14_title_5 [Commande spéciale d'insectes pour les Kamis] + + (random = 6) + template_task_forage_give_14_title_6 [Une commande d'insectes pour les Kamis] + + (random = 7) + template_task_forage_give_14_title_7 [Collecter des insectes pour les Kamis] + + (random = 8) + template_task_forage_give_14_title_8 [Les Kamis ont besoin de quelqu'un pour collecter des insectes] + + (random = 9) + template_task_forage_give_14_title_9 [Approvisionner les Kamis en insectes] + + template_task_forage_give_14_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des insectes] +} + +TEMPLATE_TASK_FORAGE_GIVE_15_TITLE (bot giver, int random, faction f) +{ + //Kami / food + (random = 1) + template_task_forage_give_15_title_1 [Récolter de la nourriture pour les Kamis] + + (random = 2) + template_task_forage_give_15_title_2 [Réunir de la nourriture pour les Kamis] + + (random = 3) + template_task_forage_give_15_title_3 [Les Kamis ont besoin de nourriture] + + (random = 4) + template_task_forage_give_15_title_4 [Fournir de la nourriture aux Kamis] + + (random = 5) + template_task_forage_give_15_title_5 [Commande spéciale de nourriture pour les Kamis] + + (random = 6) + template_task_forage_give_15_title_6 [Une commande de nourriture pour les Kamis] + + (random = 7) + template_task_forage_give_15_title_7 [Collecter de la nourriture pour les Kamis] + + (random = 8) + template_task_forage_give_15_title_8 [Les Kamis ont besoin de quelqu'un pour collecter de la nourriture] + + (random = 9) + template_task_forage_give_15_title_9 [Rassembler de la nourriture pour les Kamis] + + template_task_forage_give_15_title_10 [Les Kamis ont besoin de quelqu'un pour récolter de la nourriture] +} + +TEMPLATE_TASK_FORAGE_GIVE_16_TITLE (bot giver, int random, faction f) +{ + //Kami / kitin + (random = 1) + template_task_forage_give_16_title_1 [Récolter des traces de kitin pour les Kamis] + + (random = 2) + template_task_forage_give_16_title_2 [Réunir des traces de kitin pour les Kamis] + + (random = 3) + template_task_forage_give_16_title_3 [Les Kamis ont besoin de restes de kitin] + + (random = 4) + template_task_forage_give_16_title_4 [Fournir des traces de kitin aux Kamis] + + (random = 5) + template_task_forage_give_16_title_5 [Commande spéciale de restes de kitin pour les Kamis] + + (random = 6) + template_task_forage_give_16_title_6 [Une commande de restes de kitin pour les Kamis] + + (random = 7) + template_task_forage_give_16_title_7 [Collecter des restes de kitin pour les Kamis] + + (random = 8) + template_task_forage_give_16_title_8 [Les Kamis ont besoin de quelqu'un pour rassembler des restes de kitin] + + (random = 9) + template_task_forage_give_16_title_9 [Approvisionner les Kamis en restes de kitin] + + template_task_forage_give_16_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des restes de kitin] +} + +TEMPLATE_TASK_FORAGE_GIVE_17_TITLE (bot giver, int random, faction f) +{ + //Kami / goo + (random = 1) + template_task_forage_give_17_title_1 [Récolter des résidus de goo pour étude pour les Kamis] + + (random = 2) + template_task_forage_give_17_title_2 [Réunir des résidus de goo pour étude pour les Kamis] + + (random = 3) + template_task_forage_give_17_title_3 [Les Kamis ont besoin de résidus de goo pour étude] + + (random = 4) + template_task_forage_give_17_title_4 [Fournir des résidus de goo à les Kamis pour étude] + + (random = 5) + template_task_forage_give_17_title_5 [Commande spéciale de traces de goo à étudier pour les Kamis] + + (random = 6) + template_task_forage_give_17_title_6 [Une commande de traces de goo à étudier pour les Kamis] + + (random = 7) + template_task_forage_give_17_title_7 [Collecter des traces de goo à étudier pour les Kamis] + + (random = 8) + template_task_forage_give_17_title_8 [Les Kamis ont besoin de quelqu'un pour rassembler des traces de goo à étudier] + + (random = 9) + template_task_forage_give_17_title_9 [Approvisionner les Kamis en traces de goo à étudier] + + template_task_forage_give_17_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des traces de goo à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_18_TITLE (bot giver, int random, faction f) +{ + //Kami / conservateur + (random = 1) + template_task_forage_give_18_title_1 [Récolter des conservateurs pour les Kamis] + + (random = 2) + template_task_forage_give_18_title_2 [Réunir des conservateurs pour les Kamis] + + (random = 3) + template_task_forage_give_18_title_3 [Les Kamis manquent de conservateurs] + + (random = 4) + template_task_forage_give_18_title_4 [Fournir des conservateurs aux Kamis] + + (random = 5) + template_task_forage_give_18_title_5 [Commande spéciale de conservateurs pour les Kamis] + + (random = 6) + template_task_forage_give_18_title_6 [Une commande de conservateurs pour les Kamis] + + (random = 7) + template_task_forage_give_18_title_7 [Collecter des conservateurs pour les Kamis] + + (random = 8) + template_task_forage_give_18_title_8 [Les Kamis ont besoin de quelqu'un pour collecter des conservateurs] + + (random = 9) + template_task_forage_give_18_title_9 [Approvisionner les Kamis en conservateurs] + + template_task_forage_give_18_title_10 [Les Kamis ont besoin de quelqu'un pour récolter des conservateurs] +} + +TEMPLATE_TASK_FORAGE_GIVE_19_TITLE (bot giver, int random, faction f) +{ + //Karavan / construction + (random = 1) + template_task_forage_give_19_title_1 [Récolter des matières premières de construction pour la Karavan] + + (random = 2) + template_task_forage_give_19_title_2 [Réunir des matières premières de construction pour la Karavan] + + (random = 3) + template_task_forage_give_19_title_3 [La Karavan a besoin de matière premières de construction] + + (random = 4) + template_task_forage_give_19_title_4 [Fournir des matières premières de construction à la Karavan] + + (random = 5) + template_task_forage_give_19_title_5 [Commande spéciale de matières premières de construction pour la Karavan] + + (random = 6) + template_task_forage_give_19_title_6 [Une commande de matières premières de construction pour la Karavan] + + (random = 7) + template_task_forage_give_19_title_7 [Récolter des matériaux de construction pour la Karavan] + + (random = 8) + template_task_forage_give_19_title_8 [Réunir des matériaux de construction pour la Karavan] + + (random = 9) + template_task_forage_give_19_title_9 [La Karavan a besoin de matériaux de construction] + + template_task_forage_give_19_title_10 [Fournir des matériaux de construction à la Karavan] +} + +TEMPLATE_TASK_FORAGE_GIVE_20_TITLE (bot giver, int random, faction f) +{ + //Karavan / insects + (random = 1) + template_task_forage_give_20_title_1 [Récolter des insectes pour la Karavan] + + (random = 2) + template_task_forage_give_20_title_2 [Réunir des insectes pour la Karavan] + + (random = 3) + template_task_forage_give_20_title_3 [La Karavan veut se procurer des insectes] + + (random = 4) + template_task_forage_give_20_title_4 [Fournir des insectes à la Karavan] + + (random = 5) + template_task_forage_give_20_title_5 [Commande spéciale d'insectes pour la Karavan] + + (random = 6) + template_task_forage_give_20_title_6 [Une commande d'insectes pour la Karavan] + + (random = 7) + template_task_forage_give_20_title_7 [Collecter des insectes pour la Karavan] + + (random = 8) + template_task_forage_give_20_title_8 [La Karavan a besoin de quelqu'un pour collecter des insectes] + + (random = 9) + template_task_forage_give_20_title_9 [Approvisionner la Karavan en insectes] + + template_task_forage_give_20_title_10 [La Karavan a besoin de quelqu'un pour récolter des insectes] +} + +TEMPLATE_TASK_FORAGE_GIVE_21_TITLE (bot giver, int random, faction f) +{ + //Karavan / food + (random = 1) + template_task_forage_give_21_title_1 [Récolter de la nourriture pour la Karavan] + + (random = 2) + template_task_forage_give_21_title_2 [Réunir de la nourriture pour la Karavan] + + (random = 3) + template_task_forage_give_21_title_3 [La Karavan manque de nourriture] + + (random = 4) + template_task_forage_give_21_title_4 [Fournir de la nourriture à la Karavan] + + (random = 5) + template_task_forage_give_21_title_5 [Commande spéciale de nourriture pour la Karavan] + + (random = 6) + template_task_forage_give_21_title_6 [Une commande de nourriture pour la Karavan] + + (random = 7) + template_task_forage_give_21_title_7 [Collecter de la nourriture pour la Karavan] + + (random = 8) + template_task_forage_give_21_title_8 [La Karavan a besoin de quelqu'un pour collecter de la nourriture] + + (random = 9) + template_task_forage_give_21_title_9 [Approvisionner la Karavan en nourriture] + + template_task_forage_give_21_title_10 [La Karavan a besoin de quelqu'un pour récolter de la nourriture] +} + +TEMPLATE_TASK_FORAGE_GIVE_22_TITLE (bot giver, int random, faction f) +{ + //Karavan / kitin + (random = 1) + template_task_forage_give_22_title_1 [Récolter des traces de kitin à étudier pour la Karavan] + + (random = 2) + template_task_forage_give_22_title_2 [Réunir des traces de kitin à étudier pour la Karavan] + + (random = 3) + template_task_forage_give_22_title_3 [La Karavan a besoin de restes de kitin pour étude] + + (random = 4) + template_task_forage_give_22_title_4 [Fournir des traces de kitin à la Karavan pour étude] + + (random = 5) + template_task_forage_give_22_title_5 [Commande spéciale de restes de kitin à étudier pour la Karavan] + + (random = 6) + template_task_forage_give_22_title_6 [Une commande de restes de kitin à étudier pour la Karavan] + + (random = 7) + template_task_forage_give_22_title_7 [Collecter des restes de kitin à étudier pour la Karavan] + + (random = 8) + template_task_forage_give_22_title_8 [La Karavan a besoin de quelqu'un pour rassembler des restes de kitin à étudier] + + (random = 9) + template_task_forage_give_22_title_9 [Approvisionner la Karavan en restes de kitin à étudier] + + template_task_forage_give_22_title_10 [La Karavan a besoin de quelqu'un pour récolter des restes de kitin à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_23_TITLE (bot giver, int random, faction f) +{ + //Karavan / goo + (random = 1) + template_task_forage_give_23_title_1 [Récolter des résidus de goo à étudier pour la Karavan] + + (random = 2) + template_task_forage_give_23_title_2 [Réunir des résidus de goo à étudier pour la Karavan] + + (random = 3) + template_task_forage_give_23_title_3 [La Karavan a besoin de résidus de goo pour étude] + + (random = 4) + template_task_forage_give_23_title_4 [Fournir des résidus de goo à la Karavan pour étude] + + (random = 5) + template_task_forage_give_23_title_5 [Commande spéciale de traces de goo à étudier pour la Karavan] + + (random = 6) + template_task_forage_give_23_title_6 [Une commande de traces de goo à étudier pour la Karavan] + + (random = 7) + template_task_forage_give_23_title_7 [Collecter des traces de goo à étudier pour la Karavan] + + (random = 8) + template_task_forage_give_23_title_8 [La Karavan a besoin de quelqu'un pour rassembler des traces de goo à étudier] + + (random = 9) + template_task_forage_give_23_title_9 [Approvisionner la Karavan en traces de goo à étudier] + + template_task_forage_give_23_title_10 [La Karavan a besoin de quelqu'un pour récolter des traces de goo à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_24_TITLE (bot giver, int random, faction f) +{ + //Karavan / conservateur + (random = 1) + template_task_forage_give_24_title_1 [Récolter des conservateurs pour la Karavan] + + (random = 2) + template_task_forage_give_24_title_2 [Réunir des conservateurs pour la Karavan] + + (random = 3) + template_task_forage_give_24_title_3 [La Karavan manque de conservateurs] + + (random = 4) + template_task_forage_give_24_title_4 [Fournir des conservateurs à la Karavan] + + (random = 5) + template_task_forage_give_24_title_5 [Commande spéciale de conservateurs pour la Karavan] + + (random = 6) + template_task_forage_give_24_title_6 [Une commande de conservateurs pour la Karavan] + + (random = 7) + template_task_forage_give_24_title_7 [Collecter des conservateurs pour la Karavan] + + (random = 8) + template_task_forage_give_24_title_8 [La Karavan a besoin de quelqu'un pour collecter des conservateurs] + + (random = 9) + template_task_forage_give_24_title_9 [Approvisionner la Karavan en conservateurs] + + template_task_forage_give_24_title_10 [La Karavan a besoin de quelqu'un pour récolter des conservateurs] +} + +TEMPLATE_TASK_FORAGE_GIVE_25_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / construction + (random = 1) + template_task_forage_give_25_title_1 [Récolter des matières premières de construction pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_25_title_2 [Réunir des matières premières de construction pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_25_title_3 [Les amis $f.member$ de $giver$ ont besoin de matière premières de construction] + + (random = 4) + template_task_forage_give_25_title_4 [Fournir des matières premières de construction aux amis $f.member$ de $giver$] + + (random = 5) + template_task_forage_give_25_title_5 [Commande spéciale de matières premières de construction pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_25_title_6 [Une commande de matières premières de construction pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_25_title_7 [Récolter des matériaux de construction pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_25_title_8 [Réunir des matériaux de construction pour les amis $f.member$ de $giver$] + + (random = 9) + template_task_forage_give_25_title_9 [Les amis $f.member$ de $giver$ ont besoin de matériaux de construction] + + template_task_forage_give_25_title_10 [Fournir des matériaux de construction aux amis $f.member$ de $giver$] +} + +TEMPLATE_TASK_FORAGE_GIVE_26_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / insects + (random = 1) + template_task_forage_give_26_title_1 [Récolter des insectes pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_26_title_2 [Réunir des insectes pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_26_title_3 [Les amis $f.member$ de $giver$ veulent se procurer des insectes] + + (random = 4) + template_task_forage_give_26_title_4 [Fournir des insectes aux amis $f.member$ de $giver$] + + (random = 5) + template_task_forage_give_26_title_5 [Commande spéciale d'insectes pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_26_title_6 [Une commande d'insectes pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_26_title_7 [Collecter des insectes pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_26_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter des insectes] + + (random = 9) + template_task_forage_give_26_title_9 [Approvisionner les amis $f.member$ de $giver$ en insectes] + + template_task_forage_give_26_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des insectes] +} + +TEMPLATE_TASK_FORAGE_GIVE_27_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / food + (random = 1) + template_task_forage_give_27_title_1 [Récolter de la nourriture pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_27_title_2 [Réunir de la nourriture pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_27_title_3 [Les amis $f.member$ de $giver$ manquent de nourriture] + + (random = 4) + template_task_forage_give_27_title_4 [Fournir de la nourriture aux amis $f.member$ de $giver$] + + (random = 5) + template_task_forage_give_27_title_5 [Commande spéciale de nourriture pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_27_title_6 [Une commande de nourriture pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_27_title_7 [Collecter de la nourriture pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_27_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter de la nourriture] + + (random = 9) + template_task_forage_give_27_title_9 [Approvisionner les amis $f.member$ de $giver$ en nourriture] + + template_task_forage_give_27_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter de la nourriture] +} + +TEMPLATE_TASK_FORAGE_GIVE_28_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / kitin + (random = 1) + template_task_forage_give_28_title_1 [Récolter des traces de kitin pour étude pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_28_title_2 [Réunir des traces de kitin pour étude pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_28_title_3 [Les amis $f.member$ de $giver$ ont besoin de restes de kitin pour étude] + + (random = 4) + template_task_forage_give_28_title_4 [Fournir des traces de kitin aux amis $f.member$ de $giver$ pour étude] + + (random = 5) + template_task_forage_give_28_title_5 [Commande spéciale de restes de kitin à étudier pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_28_title_6 [Une commande de restes de kitin à étudier pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_28_title_7 [Collecter des restes de kitin à étudier pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_28_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour rassembler des restes de kitin à étudier] + + (random = 9) + template_task_forage_give_28_title_9 [Approvisionner les amis $f.member$ de $giver$ en restes de kitin à étudier] + + template_task_forage_give_28_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des restes de kitin à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_29_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / goo + (random = 1) + template_task_forage_give_29_title_1 [Récolter des résidus de goo pour étude pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_29_title_2 [Réunir des résidus de goo pour étude pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_29_title_3 [Les amis $f.member$ de $giver$ ont besoin de résidus de goo pour étude] + + (random = 4) + template_task_forage_give_29_title_4 [Fournir des résidus de goo aux amis $f.member$ de $giver$ pour étude] + + (random = 5) + template_task_forage_give_29_title_5 [Commande spéciale de traces de goo à étudier pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_29_title_6 [Une commande de traces de goo à étudier pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_29_title_7 [Collecter des traces de goo à étudier pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_29_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour rassembler des traces de goo à étudier] + + (random = 9) + template_task_forage_give_29_title_9 [Approvisionner les amis $f.member$ de $giver$ en traces de goo à étudier] + + template_task_forage_give_29_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des traces de goo à étudier] +} + +TEMPLATE_TASK_FORAGE_GIVE_30_TITLE (bot giver, int random, faction f) +{ + //double fame prospector / conservateur + (random = 1) + template_task_forage_give_30_title_1 [Récolter des conservateurs pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_forage_give_30_title_2 [Réunir des conservateurs pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_forage_give_30_title_3 [Les amis $f.member$ de $giver$ manquent de conservateurs] + + (random = 4) + template_task_forage_give_30_title_4 [Fournir des conservateurs aux amis $f.member$ de $giver$] + + (random = 5) + template_task_forage_give_30_title_5 [Commande spéciale de conservateurs pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_forage_give_30_title_6 [Une commande de conservateurs pour les amis $f.member$ de $giver$] + + (random = 7) + template_task_forage_give_30_title_7 [Collecter des conservateurs pour les amis $f.member$ de $giver$] + + (random = 8) + template_task_forage_give_30_title_8 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour collecter des conservateurs] + + (random = 9) + template_task_forage_give_30_title_9 [Approvisionner les amis $f.member$ de $giver$ en conservateurs] + + template_task_forage_give_30_title_10 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour récolter des conservateurs] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_FORAGE_GIVE_INTRO_1(bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_give_intro_1_money [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_give_intro_1_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_give_intro_1_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_give_intro_1_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_FORAGE_GIVE_INTRO_2(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_give_intro_2_money [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_give_intro_2_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_give_intro_2_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_give_intro_2_fame [Récoltez $qt1$ $i1$ de niveau $ql1$ et $qt2$ $i2$ de niveau $ql2$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_FORAGE_GIVE_INTRO_3(bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_forage_give_intro_3_money [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_forage_give_intro_3_money_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_forage_give_intro_3_fame_timed [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_forage_give_intro_3_fame [Récoltez $qt1$ $i1$ de niveau $ql1$, $qt2$ $i2$ de niveau $ql2$ et $qt3$ $i3$ de niveau $ql3$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_KILL_SPECIES +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_KILL_SPECIES_0_TITLE (bot giver, place region, int random, faction f) +{ + //default text + (random = 1) + template_task_kill_species_0_title_1 [Tuer des animaux dans $region$] + + (random = 2) + template_task_kill_species_0_title_2 [Chasser des animaux dans $region$] + + (random = 3) + template_task_kill_species_0_title_3 [Abattre des animaux dans $region$] + + (random = 4) + template_task_kill_species_0_title_4 [Réguler les espèces dans $region$] + + (random = 5) + template_task_kill_species_0_title_5 [$giver$ a besoin de quelqu'un pour tuer des animaux dans $region$] + + (random = 6) + template_task_kill_species_0_title_6 [$giver$ a besoin de quelqu'un pour chasser des animaux dans $region$] + + (random = 7) + template_task_kill_species_0_title_7 [$giver$ a besoin de quelqu'un pour abattre des animaux dans $region$] + + (random = 8) + template_task_kill_species_0_title_8 [$giver$ a besoin de quelqu'un pour réguler les espèces dans $region$] + + (random = 9) + template_task_kill_species_0_title_9 [$giver$ veut abattre des animaux dans $region$] + + template_task_kill_species_0_title_10 [$giver$ veut réguler les espèces dans $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_1_TITLE (bot giver, place region, int random, faction f) +{ + //captain / carnivore, welcomer / carnivore, patrolman / carnivore, tribe / carnivore, hunter / carnivore, Kami / carnivore, Karavan / carnivore + (random = 1) + template_task_kill_species_1_title_1 [Tuer les carnivores qui déciment les troupeaux dans $region$] + + (random = 2) + template_task_kill_species_1_title_2 [Chasser les carnivores qui déciment les troupeaux dans $region$] + + (random = 3) + template_task_kill_species_1_title_3 [Abattre les carnivores qui déciment les troupeaux dans $region$] + + (random = 4) + template_task_kill_species_1_title_4 [Eliminer les carnivores qui déciment les troupeaux dans $region$] + + (random = 5) + template_task_kill_species_1_title_5 [$giver$ a besoin de quelqu'un pour tuer les carnivores qui déciment les troupeaux dans $region$] + + (random = 6) + template_task_kill_species_1_title_6 [$giver$ a besoin de quelqu'un pour chasser les carnivores qui déciment les troupeaux dans $region$] + + (random = 7) + template_task_kill_species_1_title_7 [$giver$ a besoin de quelqu'un pour abattre les carnivores qui déciment les troupeaux dans $region$] + + (random = 8) + template_task_kill_species_1_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des carnivores qui déciment les troupeaux dans $region$] + + (random = 9) + template_task_kill_species_1_title_9 [$giver$ veut abattre les carnivores qui déciment les troupeaux dans $region$] + + template_task_kill_species_1_title_10 [$giver$ veut se débarrasser des carnivores qui déciment les troupeaux dans $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_2_TITLE (bot giver, place region, int random, faction f) +{ + //captain / herbivore, welcomer / herbivore, patrolman / herbivore, tribe / herbivore, hunter / herbivore, Kami / herbivore, Karavan / herbivore + (random = 1) + template_task_kill_species_2_title_1 [Tuer les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 2) + template_task_kill_species_2_title_2 [Chasser les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 3) + template_task_kill_species_2_title_3 [Abattre les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 4) + template_task_kill_species_2_title_4 [Eliminer les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 5) + template_task_kill_species_2_title_5 [$giver$ a besoin de quelqu'un pour tuer les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 6) + template_task_kill_species_2_title_6 [$giver$ a besoin de quelqu'un pour chasser les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 7) + template_task_kill_species_2_title_7 [$giver$ a besoin de quelqu'un pour abattre les herbivores qui dévorent toutes les plantes dans $region$] + + (random = 8) + template_task_kill_species_2_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des herbivores qui dévorent toutes les plantes dans $region$] + + (random = 9) + template_task_kill_species_2_title_9 [$giver$ veut abattre les herbivores qui dévorent toutes les plantes dans $region$] + + template_task_kill_species_2_title_10 [$giver$ veut se débarrasser des herbivores qui dévorent toutes les plantes dans $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_3_TITLE (bot giver, place region, int random, faction f) +{ + //captain / plant, welcomer / plant, patrolman / plant, tribe / plant, hunter / plant, Kami / plant, Karavan / plant + (random = 1) + template_task_kill_species_3_title_1 [Tuer les plantes intelligentes qui prolifèrent dans $region$] + + (random = 2) + template_task_kill_species_3_title_2 [Chasser les plantes intelligentes qui prolifèrent dans $region$] + + (random = 3) + template_task_kill_species_3_title_3 [Abattre les plantes intelligentes qui envahissent $region.da$ $region$] + + (random = 4) + template_task_kill_species_3_title_4 [Eliminer les plantes intelligentes qui envahissent $region.da$ $region$] + + (random = 5) + template_task_kill_species_3_title_5 [$giver$ a besoin de quelqu'un pour tuer les plantes intelligentes qui envahissent $region.da$ $region$] + + (random = 6) + template_task_kill_species_3_title_6 [$giver$ a besoin de quelqu'un pour chasser les plantes intelligentes qui envahissent $region.da$ $region$] + + (random = 7) + template_task_kill_species_3_title_7 [$giver$ a besoin de quelqu'un pour abattre les plantes intelligentes qui prolifèrent dans $region$] + + (random = 8) + template_task_kill_species_3_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des plantes intelligentes qui prolifèrent dans $region$] + + (random = 9) + template_task_kill_species_3_title_9 [$giver$ veut abattre les plantes intelligentes qui prolifèrent dans $region$] + + template_task_kill_species_3_title_10 [$giver$ veut se débarrasser des plantes intelligentes qui envahissent $region.da$ $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_4_TITLE (bot giver, place region, int random, faction f) +{ + //captain / kitin, welcomer / kitin, patrolman / kitin, tribe / kitin, hunter / kitin, Kami / kitin, Karavan / kitin + (random = 1) + template_task_kill_species_4_title_1 [Tuer les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 2) + template_task_kill_species_4_title_2 [Chasser les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 3) + template_task_kill_species_4_title_3 [Abattre les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 4) + template_task_kill_species_4_title_4 [Eliminer les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 5) + template_task_kill_species_4_title_5 [$giver$ a besoin de quelqu'un pour tuer les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 6) + template_task_kill_species_4_title_6 [$giver$ a besoin de quelqu'un pour chasser les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 7) + template_task_kill_species_4_title_7 [$giver$ a besoin de quelqu'un pour abattre les kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 8) + template_task_kill_species_4_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des kitins qui attaquent tout ce qui bouge dans $region$] + + (random = 9) + template_task_kill_species_4_title_9 [$giver$ veut abattre les kitins qui attaquent tout ce qui bouge dans $region$] + + template_task_kill_species_4_title_10 [$giver$ veut se débarrasser des kitins qui attaquent tout ce qui bouge dans $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_5_TITLE (bot giver, place region, int random, faction f) +{ + //captain / goo, welcomer / goo, patrolman / goo, tribe / goo, hunter / goo, Kami / goo, Karavan / goo + (random = 1) + template_task_kill_species_5_title_1 [Tuer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 2) + template_task_kill_species_5_title_2 [Chasser les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 3) + template_task_kill_species_5_title_3 [Abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 4) + template_task_kill_species_5_title_4 [Eliminer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 5) + template_task_kill_species_5_title_5 [$giver$ a besoin de quelqu'un pour tuer les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 6) + template_task_kill_species_5_title_6 [$giver$ a besoin de quelqu'un pour chasser les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 7) + template_task_kill_species_5_title_7 [$giver$ a besoin de quelqu'un pour abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 8) + template_task_kill_species_5_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + (random = 9) + template_task_kill_species_5_title_9 [$giver$ veut abattre les animaux infectés par la goo avant que le fléau s'étende à tout $region$] + + template_task_kill_species_5_title_10 [$giver$ veut se débarrasser des animaux infectés par la goo avant que le fléau s'étende à tout $region$] +} + +TEMPLATE_TASK_KILL_SPECIES_6_TITLE (bot giver, place region, int random, faction f) +{ + //captain / degen, welcomer / degen, patrolman / degen, tribe / degen, hunter / degen, Kami / degen, Karavan / degen + (random = 1) + template_task_kill_species_6_title_1 [Tuer les primitifs qui attaquent les voyageurs dans $region$] + + (random = 2) + template_task_kill_species_6_title_2 [Chasser les primitifs qui attaquent les voyageurs dans $region$] + + (random = 3) + template_task_kill_species_6_title_3 [Abattre les primitifs qui attaquent les voyageurs dans $region$] + + (random = 4) + template_task_kill_species_6_title_4 [Eliminer les primitifs qui attaquent les voyageurs dans $region$] + + (random = 5) + template_task_kill_species_6_title_5 [$giver$ a besoin de quelqu'un pour tuer les primitifs qui attaquent les voyageurs dans $region$] + + (random = 6) + template_task_kill_species_6_title_6 [$giver$ a besoin de quelqu'un pour chasser les primitifs qui attaquent les voyageurs dans $region$] + + (random = 7) + template_task_kill_species_6_title_7 [$giver$ a besoin de quelqu'un pour abattre les primitifs qui attaquent les voyageurs dans $region$] + + (random = 8) + template_task_kill_species_6_title_8 [$giver$ a besoin de quelqu'un pour se débarrasser des primitifs qui attaquent les voyageurs dans $region$] + + (random = 9) + template_task_kill_species_6_title_9 [$giver$ veut abattre les primitifs qui attaquent les voyageurs dans $region$] + + template_task_kill_species_6_title_10 [$giver$ veut se débarrasser des primitifs qui attaquent les voyageurs dans $region$] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_KILL_SPECIES_INTRO_1(bot giver, race r1, int qt1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_kill_species_intro_1_money [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_kill_species_intro_1_money_timed [Tuez $qt1$ $r1$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_kill_species_intro_1_fame_timed [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_kill_species_intro_1_fame [Tuez $qt1$ $r1$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_KILL_SPECIES_INTRO_2(bot giver, race r1, int qt1, race r2, int qt2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_kill_species_intro_2_money [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_kill_species_intro_2_money_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_kill_species_intro_2_fame_timed [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_kill_species_intro_2_fame [Tuez $qt1$ $r1$ et $qt2$ $r2$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +TEMPLATE_TASK_KILL_SPECIES_INTRO_3(bot giver, race r1, int qt1, race r2, int qt2, race r3, int qt3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_kill_species_intro_3_money [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_kill_species_intro_3_money_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_kill_species_intro_3_fame_timed [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_kill_species_intro_3_fame [Tuez $qt1$ $r1$, $qt2$ $r2$ et $qt3$ $r3$, $f.mda$ $f.member$ vous en seront reconnaissants] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_TARGET_SPECIES +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_TARGET_SPECIES_0_TITLE (bot giver, place region, int random, faction f) +{ + //default text + (random = 1) + template_task_target_species_0_title_1 [Repérer la population animale de $region$] + + (random = 2) + template_task_target_species_0_title_2 [Recenser la population animale de $region$] + + (random = 3) + template_task_target_species_0_title_3 [Etudier la population animale de $region$] + + (random = 4) + template_task_target_species_0_title_4 [Traquer les animaux de $region$] + + (random = 5) + template_task_target_species_0_title_5 [Pister les animaux de $region$] + + (random = 6) + template_task_target_species_0_title_6 [$giver$ a besoin de quelqu'un pour repérer la population animale de $region$] + + (random = 7) + template_task_target_species_0_title_7 [$giver$ a besoin de quelqu'un pour recenser la population animale de $region$] + + (random = 8) + template_task_target_species_0_title_8 [$giver$ a besoin de quelqu'un pour étudier la population animale de $region$] + + (random = 9) + template_task_target_species_0_title_9 [$giver$ a besoin de quelqu'un pour traquer les animaux de $region$] + + template_task_target_species_0_title_10 [$giver$ a besoin de quelqu'un pour pister les animaux de $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_1_TITLE (bot giver, place region, int random, faction f) +{ + //captain / carnivore, patrolman / carnivore, hunter / carnivore, scout / carnivore + (random = 1) + template_task_target_species_1_title_1 [Repérer les prédateurs de $region$] + + (random = 2) + template_task_target_species_1_title_2 [Recenser les prédateurs de $region$] + + (random = 3) + template_task_target_species_1_title_3 [Etudier les prédateurs de $region$] + + (random = 4) + template_task_target_species_1_title_4 [Traquer les prédateurs de $region$] + + (random = 5) + template_task_target_species_1_title_5 [Pister les prédateurs de $region$] + + (random = 6) + template_task_target_species_1_title_6 [$giver$ a besoin de quelqu'un pour repérer les prédateurs de $region$] + + (random = 7) + template_task_target_species_1_title_7 [$giver$ a besoin de quelqu'un pour recenser les prédateurs de $region$] + + (random = 8) + template_task_target_species_1_title_8 [$giver$ a besoin de quelqu'un pour étudier les prédateurs de $region$] + + (random = 9) + template_task_target_species_1_title_9 [$giver$ a besoin de quelqu'un pour traquer les prédateurs de $region$] + + template_task_target_species_1_title_10 [$giver$ a besoin de quelqu'un pour pister les prédateurs de $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_2_TITLE (bot giver, place region, int random, faction f) +{ + //captain / herbivore, patrolman / herbivore, hunter / herbivore, scout / herbivore + (random = 1) + template_task_target_species_2_title_1 [Repérer les herbivore de $region$] + + (random = 2) + template_task_target_species_2_title_2 [Recenser les herbivore de $region$] + + (random = 3) + template_task_target_species_2_title_3 [Etudier les herbivore de $region$] + + (random = 4) + template_task_target_species_2_title_4 [Traquer les herbivore de $region$] + + (random = 5) + template_task_target_species_2_title_5 [Pister les herbivore de $region$] + + (random = 6) + template_task_target_species_2_title_6 [$giver$ a besoin de quelqu'un pour repérer les herbivore de $region$] + + (random = 7) + template_task_target_species_2_title_7 [$giver$ a besoin de quelqu'un pour recenser les herbivore de $region$] + + (random = 8) + template_task_target_species_2_title_8 [$giver$ a besoin de quelqu'un pour étudier les herbivore de $region$] + + (random = 9) + template_task_target_species_2_title_9 [$giver$ a besoin de quelqu'un pour traquer les herbivore de $region$] + + template_task_target_species_2_title_10 [$giver$ a besoin de quelqu'un pour pister les herbivore de $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_3_TITLE (bot giver, place region, int random, faction f) +{ + //captain / kitin, patrolman / kitin, hunter / kitin, scout / kitin + (random = 1) + template_task_target_species_3_title_1 [Repérer les kitins de $region$] + + (random = 2) + template_task_target_species_3_title_2 [Recenser les kitins de $region$] + + (random = 3) + template_task_target_species_3_title_3 [Etudier les kitins de $region$] + + (random = 4) + template_task_target_species_3_title_4 [Traquer les kitins de $region$] + + (random = 5) + template_task_target_species_3_title_5 [Pister les kitins de $region$] + + (random = 6) + template_task_target_species_3_title_6 [$giver$ a besoin de quelqu'un pour repérer les kitins de $region$] + + (random = 7) + template_task_target_species_3_title_7 [$giver$ a besoin de quelqu'un pour recenser les kitins de $region$] + + (random = 8) + template_task_target_species_3_title_8 [$giver$ a besoin de quelqu'un pour étudier les kitins de $region$] + + (random = 9) + template_task_target_species_3_title_9 [$giver$ a besoin de quelqu'un pour traquer les kitins de $region$] + + template_task_target_species_3_title_10 [$giver$ a besoin de quelqu'un pour pister les kitins de $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_4_TITLE (bot giver, place region, int random, faction f) +{ + //captain / goo, patrolman / goo, hunter / goo, scout / goo + (random = 1) + template_task_target_species_4_title_1 [Repérer les animaux infectés par la goo dans $region$] + + (random = 2) + template_task_target_species_4_title_2 [Recenser les animaux infectés par la goo dans $region$] + + (random = 3) + template_task_target_species_4_title_3 [Etudier les animaux infectés par la goo dans $region$] + + (random = 4) + template_task_target_species_4_title_4 [Traquer les animaux infectés par la goo dans $region$] + + (random = 5) + template_task_target_species_4_title_5 [Pister les animaux infectés par la goo dans $region$] + + (random = 6) + template_task_target_species_4_title_6 [$giver$ a besoin de quelqu'un pour repérer les animaux infectés par la goo dans $region$] + + (random = 7) + template_task_target_species_4_title_7 [$giver$ a besoin de quelqu'un pour recenser les animaux infectés par la goo dans $region$] + + (random = 8) + template_task_target_species_4_title_8 [$giver$ a besoin de quelqu'un pour étudier les animaux infectés par la goo dans $region$] + + (random = 9) + template_task_target_species_4_title_9 [$giver$ a besoin de quelqu'un pour traquer les animaux infectés par la goo dans $region$] + + template_task_target_species_4_title_10 [$giver$ a besoin de quelqu'un pour pister les animaux infectés par la goo dans $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_5_TITLE (bot giver, place region, int random, faction f) +{ + //captain / degen, patrolman / degen, hunter / degen, scout / degen + (random = 1) + template_task_target_species_5_title_1 [Repérer les primitifs dans $region$] + + (random = 2) + template_task_target_species_5_title_2 [Recenser les primitifs dans $region$] + + (random = 3) + template_task_target_species_5_title_3 [Etudier les primitifs dans $region$] + + (random = 4) + template_task_target_species_5_title_4 [Traquer les primitifs dans $region$] + + (random = 5) + template_task_target_species_5_title_5 [Pister les primitifs dans $region$] + + (random = 6) + template_task_target_species_5_title_6 [$giver$ a besoin de quelqu'un pour repérer les primitifs dans $region$] + + (random = 7) + template_task_target_species_5_title_7 [$giver$ a besoin de quelqu'un pour recenser les primitifs dans $region$] + + (random = 8) + template_task_target_species_5_title_8 [$giver$ a besoin de quelqu'un pour étudier les primitifs dans $region$] + + (random = 9) + template_task_target_species_5_title_9 [$giver$ a besoin de quelqu'un pour traquer les primitifs dans $region$] + + template_task_target_species_5_title_10 [$giver$ a besoin de quelqu'un pour pister les primitifs dans $region$] +} + +TEMPLATE_TASK_TARGET_SPECIES_6_TITLE (bot giver, place region, int random, faction f) +{ + //captain / plant, patrolman / plant, hunter / plant, scout / plant + (random = 1) + template_task_target_species_6_title_1 [Repérer les plantes intelligentes dans $region$] + + (random = 2) + template_task_target_species_6_title_2 [Recenser les plantes intelligentes dans $region$] + + (random = 3) + template_task_target_species_6_title_3 [Etudier les plantes intelligentes dans $region$] + + (random = 4) + template_task_target_species_6_title_4 [Traquer les plantes intelligentes dans $region$] + + (random = 5) + template_task_target_species_6_title_5 [Pister les plantes intelligentes dans $region$] + + (random = 6) + template_task_target_species_6_title_6 [$giver$ a besoin de quelqu'un pour repérer les plantes intelligentes dans $region$] + + (random = 7) + template_task_target_species_6_title_7 [$giver$ a besoin de quelqu'un pour recenser les plantes intelligentes dans $region$] + + (random = 8) + template_task_target_species_6_title_8 [$giver$ a besoin de quelqu'un pour étudier les plantes intelligentes dans $region$] + + (random = 9) + template_task_target_species_6_title_9 [$giver$ a besoin de quelqu'un pour traquer les plantes intelligentes dans $region$] + + template_task_target_species_6_title_10 [$giver$ a besoin de quelqu'un pour pister les plantes intelligentes dans $region$] +} +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_TARGET_SPECIES_INTRO_1(bot giver, race r1, int reward, place region, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_target_species_intro_1_money [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_target_species_intro_1_money_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\nMais faites vite car c'est très urgent.] + + (timelimit > 0) + template_task_target_species_intro_1_fame_timed [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\nMais faites vite car c'est très urgent.] + + template_task_target_species_intro_1_fame [Je dois savoir s'il y a des $r1.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] +} + +TEMPLATE_TASK_TARGET_SPECIES_INTRO_2(bot giver, race r1, race r2, int reward, place region, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_target_species_intro_2_money [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_target_species_intro_2_money_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\nMais faites vite car c'est très urgent.] + + (timelimit > 0) + template_task_target_species_intro_2_fame_timed [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\nMais faites vite car c'est très urgent.] + + template_task_target_species_intro_2_fame [Je dois savoir s'il y a des $r1.p$ et des $r2.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] +} + +TEMPLATE_TASK_TARGET_SPECIES_INTRO_3(bot giver, race r1, race r2, race r3, int reward, place region, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_target_species_intro_3_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_target_species_intro_3_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\nMais faites vite car c'est très urgent.] + + (timelimit > 0) + template_task_target_species_intro_3_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\nMais faites vite car c'est très urgent.] + + template_task_target_species_intro_3_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$ et des $r3.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] +} + +TEMPLATE_TASK_TARGET_SPECIES_INTRO_4(bot giver, race r1, race r2, race r3, race r4, int reward, place region, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_target_species_intro_4_money [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_target_species_intro_4_money_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, je vous paierai $reward$ dappers.\nMais faites vite car c'est très urgent.] + + (timelimit > 0) + template_task_target_species_intro_4_fame_timed [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.\nMais faites vite car c'est très urgent.] + + template_task_target_species_intro_4_fame [Je dois savoir s'il y a des $r1.p$, des $r2.p$, des $r3.p$ et des $r4.p$ dans $region$. Si vous en trouvez, $f.mda$ $f.member$ vous en seront très reconnaissants.] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_GIVE_ITEM +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_GIVE_ITEM_0_TITLE (bot giver, place region, int random, faction f) +{ + //default_text + (random = 1) + template_task_give_item_0_title_1 [Apporter quelque-chose dans $region$] + + (random = 2) + template_task_give_item_0_title_2 [Livrer quelque-chose dans $region$] + + (random = 3) + template_task_give_item_0_title_3 [Porter quelque-chose dans $region$] + + (random = 4) + template_task_give_item_0_title_4 [Transporter quelque-chose dans $region$] + + (random = 5) + template_task_give_item_0_title_5 [Une livraison dans $region$ pour $giver$] + + (random = 6) + template_task_give_item_0_title_6 [$giver$ a besoin de quelqu'un pour faire un livraison dans $region$] + + (random = 7) + template_task_give_item_0_title_7 [$giver$ a besoin d'un transporteur pour une livraison dans $region$] + + (random = 8) + template_task_give_item_0_title_8 [$giver$ cherche un transporteur allant dans $region$] + + (random = 9) + template_task_give_item_0_title_9 [$giver$ veut transporter quelque-chose dans $region$] + + template_task_give_item_0_title_10 [$giver$ veut faire livrer quelque-chose dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_1_TITLE (bot giver, place region, int random, faction f) +{ + //supplier / light package + (random = 1) + template_task_give_item_1_title_1 [Apporter un petit colis dans $region$] + + (random = 2) + template_task_give_item_1_title_2 [Livrer un petit colis dans $region$] + + (random = 3) + template_task_give_item_1_title_3 [Porter un petit colis dans $region$] + + (random = 4) + template_task_give_item_1_title_4 [Transporter un petit colis dans $region$] + + (random = 5) + template_task_give_item_1_title_5 [Un petit colis à livrer dans $region$ pour $giver$] + + (random = 6) + template_task_give_item_1_title_6 [$giver$ a besoin de quelqu'un pour livrer un petit colis dans $region$] + + (random = 7) + template_task_give_item_1_title_7 [$giver$ a besoin d'un transporteur pour livrer un petit colis dans $region$] + + (random = 8) + template_task_give_item_1_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un petit colis] + + (random = 9) + template_task_give_item_1_title_9 [$giver$ veut transporter un petit colis dans $region$] + + template_task_give_item_1_title_10 [$giver$ veut faire livrer un petit colis dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_2_TITLE (bot giver, place region, int random, faction f) +{ + //supplier / medium package + (random = 1) + template_task_give_item_2_title_1 [Apporter un colis de taille moyenne dans $region$] + + (random = 2) + template_task_give_item_2_title_2 [Livrer un colis de taille moyenne dans $region$] + + (random = 3) + template_task_give_item_2_title_3 [Porter un colis de taille moyenne dans $region$] + + (random = 4) + template_task_give_item_2_title_4 [Transporter un colis de taille moyenne dans $region$] + + (random = 5) + template_task_give_item_2_title_5 [Un colis de taille moyenne à livrer dans $region$ pour $giver$] + + (random = 6) + template_task_give_item_2_title_6 [$giver$ a besoin de quelqu'un pour livrer un colis de taille moyenne dans $region$] + + (random = 7) + template_task_give_item_2_title_7 [$giver$ a besoin d'un transporteur pour livrer un colis de taille moyenne dans $region$] + + (random = 8) + template_task_give_item_2_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un colis de taille moyenne] + + (random = 9) + template_task_give_item_2_title_9 [$giver$ veut transporter un colis de taille moyenne dans $region$] + + template_task_give_item_2_title_10 [$giver$ veut faire livrer un colis de taille moyenne dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_3_TITLE (bot giver, place region, int random, faction f) +{ + //supplier / heavy package + (random = 1) + template_task_give_item_3_title_1 [Apporter un gros colis dans $region$] + + (random = 2) + template_task_give_item_3_title_2 [Livrer un gros colis dans $region$] + + (random = 3) + template_task_give_item_3_title_3 [Porter un gros colis dans $region$] + + (random = 4) + template_task_give_item_3_title_4 [Transporter un gros colis dans $region$] + + (random = 5) + template_task_give_item_3_title_5 [Un gros colis à livrer dans $region$ pour $giver$] + + (random = 6) + template_task_give_item_3_title_6 [$giver$ a besoin de quelqu'un pour livrer un gros colis dans $region$] + + (random = 7) + template_task_give_item_3_title_7 [$giver$ a besoin d'un transporteur pour livrer un gros colis dans $region$] + + (random = 8) + template_task_give_item_3_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer un gros colis] + + (random = 9) + template_task_give_item_3_title_9 [$giver$ veut transporter un gros colis dans $region$] + + template_task_give_item_3_title_10 [$giver$ veut faire livrer un gros colis dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_4_TITLE (bot giver, place region, int random, faction f) +{ + //supplier / medicine + (random = 1) + template_task_give_item_4_title_1 [Apporter des médicaments dans $region$] + + (random = 2) + template_task_give_item_4_title_2 [Livrer des médicaments dans $region$] + + (random = 3) + template_task_give_item_4_title_3 [Porter des médicaments dans $region$] + + (random = 4) + template_task_give_item_4_title_4 [Transporter des médicaments dans $region$] + + (random = 5) + template_task_give_item_4_title_5 [Des médicaments à livrer dans $region$ pour $giver$] + + (random = 6) + template_task_give_item_4_title_6 [$giver$ a besoin de quelqu'un pour livrer des médicaments dans $region$] + + (random = 7) + template_task_give_item_4_title_7 [$giver$ a besoin d'un transporteur pour livrer des médicaments dans $region$] + + (random = 8) + template_task_give_item_4_title_8 [$giver$ cherche un transporteur allant dans $region$ pour envoyer des médicaments] + + (random = 9) + template_task_give_item_4_title_9 [$giver$ veut transporter des médicaments dans $region$] + + template_task_give_item_4_title_10 [$giver$ veut faire livrer des médicaments dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_5_TITLE (bot giver, place region, int random, faction f) +{ + //messenger / report, patrolman / report + (random = 1) + template_task_give_item_5_title_1 [Apporter le rapport de $giver$ dans $region$] + + (random = 2) + template_task_give_item_5_title_2 [Livrer le rapport de $giver$ dans $region$] + + (random = 3) + template_task_give_item_5_title_3 [Porter le rapport de $giver$ dans $region$] + + (random = 4) + template_task_give_item_5_title_4 [Transporter le rapport de $giver$ dans $region$] + + (random = 5) + template_task_give_item_5_title_5 [Un rapport de $giver$ à porter dans $region$] + + (random = 6) + template_task_give_item_5_title_6 [$giver$ a besoin de quelqu'un pour acheminer son rapport dans $region$] + + (random = 7) + template_task_give_item_5_title_7 [$giver$ a besoin d'un messager pour acheminer son rapport dans $region$] + + (random = 8) + template_task_give_item_5_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer son rapport] + + (random = 9) + template_task_give_item_5_title_9 [$giver$ veut envoyer son rapport dans $region$] + + template_task_give_item_5_title_10 [$giver$ veut faire porter son rapport dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_6_TITLE (bot giver, place region, int random, faction f) +{ + //messenger / order, ambassador / order, tribe / order, welcomer / order, patrolman / order + (random = 1) + template_task_give_item_6_title_1 [Apporter une commande de $giver$ dans $region$] + + (random = 2) + template_task_give_item_6_title_2 [Livrer une commande de $giver$ dans $region$] + + (random = 3) + template_task_give_item_6_title_3 [Porter une commande de $giver$ dans $region$] + + (random = 4) + template_task_give_item_6_title_4 [Transporter une commande de $giver$ dans $region$] + + (random = 5) + template_task_give_item_6_title_5 [Une commande de $giver$ à porter dans $region$] + + (random = 6) + template_task_give_item_6_title_6 [$giver$ a besoin de quelqu'un pour porter une commande dans $region$] + + (random = 7) + template_task_give_item_6_title_7 [$giver$ a besoin d'un messager pour porter une commande dans $region$] + + (random = 8) + template_task_give_item_6_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une commande] + + (random = 9) + template_task_give_item_6_title_9 [$giver$ veut envoyer une commande dans $region$] + + template_task_give_item_6_title_10 [$giver$ veut faire porter une commande dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_7_TITLE (bot giver, place region, int random, faction f) +{ + //messenger / message, ambassador / message, tribe / message, welcomer / message, patrolman / message + (random = 1) + template_task_give_item_7_title_1 [Apporter un message de $giver$ dans $region$] + + (random = 2) + template_task_give_item_7_title_2 [Livrer un message de $giver$ dans $region$] + + (random = 3) + template_task_give_item_7_title_3 [Porter un message de $giver$ dans $region$] + + (random = 4) + template_task_give_item_7_title_4 [Transporter un message de $giver$ dans $region$] + + (random = 5) + template_task_give_item_7_title_5 [Un message de $giver$ à porter dans $region$] + + (random = 6) + template_task_give_item_7_title_6 [$giver$ a besoin de quelqu'un pour acheminer un message dans $region$] + + (random = 7) + template_task_give_item_7_title_7 [$giver$ a besoin d'un messager pour acheminer une lettre dans $region$] + + (random = 8) + template_task_give_item_7_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une lettre] + + (random = 9) + template_task_give_item_7_title_9 [$giver$ veut envoyer une lettre dans $region$] + + template_task_give_item_7_title_10 [$giver$ veut faire porter un message dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_8_TITLE (bot giver, place region, int random, faction f) +{ + //double fame supplier / light package + (random = 1) + template_task_give_item_8_title_1 [Apporter un petit colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_give_item_8_title_2 [Livrer un petit colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_give_item_8_title_3 [Porter un petit colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_give_item_8_title_4 [Transporter un petit colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 5) + template_task_give_item_8_title_5 [Un petit colis à livrer dans $region$ pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_give_item_8_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un petit colis dans $region$] + + (random = 7) + template_task_give_item_8_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un petit colis dans $region$] + + (random = 8) + template_task_give_item_8_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un petit colis] + + (random = 9) + template_task_give_item_8_title_9 [Les amis $f.member$ de $giver$ veulent transporter un petit colis dans $region$] + + template_task_give_item_8_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un petit colis dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_9_TITLE (bot giver, place region, int random, faction f) +{ + //double fame supplier / medium package + (random = 1) + template_task_give_item_9_title_1 [Apporter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_give_item_9_title_2 [Livrer un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_give_item_9_title_3 [Porter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_give_item_9_title_4 [Transporter un colis de taille moyenne dans $region$ pour les amis $f.member$ de $giver$] + + (random = 5) + template_task_give_item_9_title_5 [Un colis de taille moyenne à livrer dans $region$ pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_give_item_9_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un colis de taille moyenne dans $region$] + + (random = 7) + template_task_give_item_9_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un colis de taille moyenne dans $region$] + + (random = 8) + template_task_give_item_9_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un colis de taille moyenne] + + (random = 9) + template_task_give_item_9_title_9 [Les amis $f.member$ de $giver$ veulent transporter un colis de taille moyenne dans $region$] + + template_task_give_item_9_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un colis de taille moyenne dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_10_TITLE (bot giver, place region, int random, faction f) +{ + //double fame supplier / heavy package + (random = 1) + template_task_give_item_10_title_1 [Apporter un gros colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_give_item_10_title_2 [Livrer un gros colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_give_item_10_title_3 [Porter un gros colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_give_item_10_title_4 [Transporter un gros colis dans $region$ pour les amis $f.member$ de $giver$] + + (random = 5) + template_task_give_item_10_title_5 [Un gros colis à livrer dans $region$ pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_give_item_10_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer un gros colis dans $region$] + + (random = 7) + template_task_give_item_10_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer un gros colis dans $region$] + + (random = 8) + template_task_give_item_10_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer un gros colis] + + (random = 9) + template_task_give_item_10_title_9 [Les amis $f.member$ de $giver$ veulent transporter un gros colis dans $region$] + + template_task_give_item_10_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer un gros colis dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_11_TITLE (bot giver, place region, int random, faction f) +{ + //double fame supplier / medicine + (random = 1) + template_task_give_item_11_title_1 [Apporter des médicaments dans $region$ pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_give_item_11_title_2 [Livrer des médicaments dans $region$ pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_give_item_11_title_3 [Porter des médicaments dans $region$ pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_give_item_11_title_4 [Transporter des médicaments dans $region$ pour les amis $f.member$ de $giver$] + + (random = 5) + template_task_give_item_11_title_5 [Des médicaments à livrer dans $region$ pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_give_item_11_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour livrer des médicaments dans $region$] + + (random = 7) + template_task_give_item_11_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un transporteur pour livrer des médicaments dans $region$] + + (random = 8) + template_task_give_item_11_title_8 [Les amis $f.member$ de $giver$ cherchent un transporteur allant dans $region$ pour envoyer des médicaments] + + (random = 9) + template_task_give_item_11_title_9 [Les amis $f.member$ de $giver$ veulent transporter des médicaments dans $region$] + + template_task_give_item_11_title_10 [Les amis $f.member$ de $giver$ veulent faire livrer des médicaments dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_12_TITLE (bot giver, place region, int random, faction f) +{ + //double fame messenger / report, patrolman / report + (random = 1) + template_task_give_item_12_title_1 [Apporter un rapport dans $region$ pour les amis $f.member$ de $giver$] + + (random = 2) + template_task_give_item_12_title_2 [Livrer un rapport dans $region$ pour les amis $f.member$ de $giver$] + + (random = 3) + template_task_give_item_12_title_3 [Porter un rapport dans $region$ pour les amis $f.member$ de $giver$] + + (random = 4) + template_task_give_item_12_title_4 [Transporter un rapport dans $region$ pour les amis $f.member$ de $giver$] + + (random = 5) + template_task_give_item_12_title_5 [Un rapport à porter dans $region$ pour les amis $f.member$ de $giver$] + + (random = 6) + template_task_give_item_12_title_6 [Les amis $f.member$ de $giver$ ont besoin de quelqu'un pour acheminer un rapport dans $region$] + + (random = 7) + template_task_give_item_12_title_7 [Les amis $f.member$ de $giver$ ont besoin d'un messager pour acheminer un rapport dans $region$] + + (random = 8) + template_task_give_item_12_title_8 [Les amis $f.member$ de $giver$ cherchent un messager allant dans $region$ pour envoyer un rapport] + + (random = 9) + template_task_give_item_12_title_9 [Les amis $f.member$ de $giver$ veulent envoyer un rapport dans $region$] + + template_task_give_item_12_title_10 [Les amis $f.member$ de $giver$ veulent faire porter un rapport dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_13_TITLE (bot giver, place region, int random, faction f) +{ + //double fame messenger / order, patrolman / order + (random = 1) + template_task_give_item_13_title_1 [Apporter une commande des amis $f.member$ de $giver$ dans $region$] + + (random = 2) + template_task_give_item_13_title_2 [Livrer une commande des amis $f.member$ de $giver$ dans $region$] + + (random = 3) + template_task_give_item_13_title_3 [Porter une commande des amis $f.member$ de $giver$ dans $region$] + + (random = 4) + template_task_give_item_13_title_4 [Transporter une commande des amis $f.member$ de $giver$ dans $region$] + + (random = 5) + template_task_give_item_13_title_5 [Une commande des amis $f.member$ de $giver$ à porter dans $region$] + + (random = 6) + template_task_give_item_13_title_6 [$giver$ a besoin de quelqu'un pour porter une commande de ses amis $f.member$ dans $region$] + + (random = 7) + template_task_give_item_13_title_7 [$giver$ a besoin d'un messager pour porter une commande de ses amis $f.member$ dans $region$] + + (random = 8) + template_task_give_item_13_title_8 [$giver$ cherche un messager allant dans $region$ pour envoyer une commande de ses amis $f.member$] + + (random = 9) + template_task_give_item_13_title_9 [$giver$ veut envoyer une commande de ses amis $f.member$ dans $region$] + + template_task_give_item_13_title_10 [$giver$ veut faire porter une commande de ses amis $f.member$ dans $region$] +} + +TEMPLATE_TASK_GIVE_ITEM_14_TITLE (bot giver, place region, int random, faction f) +{ + //double fame messenger / message, patrolman / message + template_task_give_item_18_title [Délivrer un message dans $region$ pour les amis $f.member$ de $giver$] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_GIVE_ITEM_INTRO_1(bot giver, item i1, int qt1, bot dest1, int reward, place region, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_give_item_intro_1_money [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_give_item_intro_1_money_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, je vous paierai $reward$ dapper(s).\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_give_item_intro_1_fame_timed [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_give_item_intro_1_fame [Portez $qt1$ $i1$ à $dest1$ pour moi, vous le trouverez dans $region$, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_VISIT_PLACE +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_VISIT_PLACE_0_TITLE (bot giver, int random, faction f) +{ + //default text + (random = 1) + template_task_visit_place_0_title_1 [Faire une tournée d'inspection pour $giver$] + + (random = 2) + template_task_visit_place_0_title_2 [Explorer le territoire pour $giver$] + + (random = 3) + template_task_visit_place_0_title_3 [Reconnaître le terrain pour $giver$] + + (random = 4) + template_task_visit_place_0_title_4 [Faire une tournée d'exploration pour $giver$] + + (random = 5) + template_task_visit_place_0_title_5 [Partir en reconnaissance pour $giver$] + + (random = 6) + template_task_visit_place_0_title_6 [$giver$ a besoin de quelqu'un pour partir en reconnaissance] + + (random = 7) + template_task_visit_place_0_title_7 [$giver$ a besoin de quelqu'un pour une tournée d'inspection] + + (random = 8) + template_task_visit_place_0_title_8 [$giver$ a besoin de quelqu'un pour reconnaître le terrain] + + (random = 9) + template_task_visit_place_0_title_9 [$giver$ a besoin de quelqu'un pour une tournée d'exploration] + + template_task_visit_place_0_title_10 [$giver$ a besoin de renseignements sur la région] +} + +TEMPLATE_TASK_VISIT_PLACE_1_TITLE (bot giver, int random, faction f) +{ + //patrolman, scout, welcomer + (random = 1) + template_task_visit_place_1_title_1 [Faire une tournée d'inspection pour $giver$] + + (random = 2) + template_task_visit_place_1_title_2 [Explorer le territoire pour $giver$] + + (random = 3) + template_task_visit_place_1_title_3 [Reconnaître le terrain pour $giver$] + + (random = 4) + template_task_visit_place_1_title_4 [Faire une tournée d'exploration pour $giver$] + + (random = 5) + template_task_visit_place_1_title_5 [Partir en reconnaissance pour $giver$] + + (random = 6) + template_task_visit_place_1_title_6 [$giver$ a besoin de quelqu'un pour partir en reconnaissance] + + (random = 7) + template_task_visit_place_1_title_7 [$giver$ a besoin de quelqu'un pour une tournée d'inspection] + + (random = 8) + template_task_visit_place_1_title_8 [$giver$ a besoin de quelqu'un pour reconnaître le terrain] + + (random = 9) + template_task_visit_place_1_title_9 [$giver$ a besoin de quelqu'un pour une tournée d'exploration] + + template_task_visit_place_1_title_10 [$giver$ a besoin de renseignements sur la région] +} + +TEMPLATE_TASK_VISIT_PLACE_2_TITLE (bot giver, int random, faction f) +{ + //Kami + (random = 1) + template_task_visit_place_2_title_1 [Faire une tournée d'inspection pour les Kamis] + + (random = 2) + template_task_visit_place_2_title_2 [Explorer le territoire pour les Kamis] + + (random = 3) + template_task_visit_place_2_title_3 [Reconnaître le terrain pour les Kamis] + + (random = 4) + template_task_visit_place_2_title_4 [Faire une tournée d'exploration pour les Kamis] + + (random = 5) + template_task_visit_place_2_title_5 [Partir en reconnaissance pour les Kamis] + + (random = 6) + template_task_visit_place_2_title_6 [Les Kamis ont besoin de quelqu'un pour partir en reconnaissance] + + (random = 7) + template_task_visit_place_2_title_7 [Les Kamis ont besoin de quelqu'un pour une tournée d'inspection] + + (random = 8) + template_task_visit_place_2_title_8 [Les Kamis ont besoin de quelqu'un pour reconnaître le terrain] + + (random = 9) + template_task_visit_place_2_title_9 [Les Kamis ont besoin de quelqu'un pour une tournée d'exploration] + + template_task_visit_place_2_title_10 [Les Kamis ont besoin de renseignements sur la région] +} + +TEMPLATE_TASK_VISIT_PLACE_3_TITLE (bot giver, int random, faction f) +{ + //Karavan + (random = 1) + template_task_visit_place_3_title_1 [Faire une tournée d'inspection pour la Karavan] + + (random = 2) + template_task_visit_place_3_title_2 [Explorer le territoire pour la Karavan] + + (random = 3) + template_task_visit_place_3_title_3 [Reconnaître le terrain pour la Karavan] + + (random = 4) + template_task_visit_place_3_title_4 [Faire une tournée d'exploration pour la Karavan] + + (random = 5) + template_task_visit_place_3_title_5 [Partir en reconnaissance pour la Karavan] + + (random = 6) + template_task_visit_place_3_title_6 [La Karavan a besoin de quelqu'un pour partir en reconnaissance] + + (random = 7) + template_task_visit_place_3_title_7 [La Karavan a besoin de quelqu'un pour une tournée d'inspection] + + (random = 8) + template_task_visit_place_3_title_8 [La Karavan a besoin de quelqu'un pour reconnaître le terrain] + + (random = 9) + template_task_visit_place_3_title_9 [La Karavan a besoin de quelqu'un pour une tournée d'exploration] + + template_task_visit_place_3_title_10 [La Karavan a besoin de renseignements sur la région] +} + +TEMPLATE_TASK_VISIT_PLACE_4_TITLE (bot giver, int random, faction f) +{ + //tribe + (random = 1) + template_task_visit_place_4_title_1 [Faire une tournée d'inspection pour $f.mda$ $f.member$] + + (random = 2) + template_task_visit_place_4_title_2 [Explorer le territoire pour $f.mda$ $f.member$] + + (random = 3) + template_task_visit_place_4_title_3 [Reconnaître le terrain pour $f.mda$ $f.member$] + + (random = 4) + template_task_visit_place_4_title_4 [Faire une tournée d'exploration pour $f.mda$ $f.member$] + + (random = 5) + template_task_visit_place_4_title_5 [Partir en reconnaissance pour $f.mda$ $f.member$] + + (random = 6) + template_task_visit_place_4_title_6 [$f.mda$ $f.member$ ont besoin de quelqu'un pour partir en reconnaissance] + + (random = 7) + template_task_visit_place_4_title_7 [$f.mda$ $f.member$ ont besoin de quelqu'un pour une tournée d'inspection] + + (random = 8) + template_task_visit_place_4_title_8 [$f.mda$ $f.member$ ont besoin de quelqu'un pour reconnaître le terrain] + + (random = 9) + template_task_visit_place_4_title_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour une tournée d'exploration] + + template_task_visit_place_4_title_10 [$f.mda$ $f.member$ ont besoin de renseignements sur la région] +} +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_VISIT_PLACE_INTRO_1 (bot giver, place op1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_visit_place_intro_1_money [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_visit_place_intro_1_money_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, je vous paierai $reward$ dapper(s).\nMais faites vite car c'est très urgent !] + + (timelimit > 0) + template_task_visit_place_intro_1_fame_timed [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite car c'est très urgent !] + + template_task_visit_place_intro_1_fame [Je dois savoir ce qui se passe dans $op1$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_VISIT_PLACE_INTRO_2 (bot giver, place op1, place op2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_visit_place_intro_2_money [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_visit_place_intro_2_money_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, je vous paierai $reward$ dapper(s).\nMais faites vite car c'est très urgent !] + + (timelimit > 0) + template_task_visit_place_intro_2_fame_timed [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite car c'est très urgent !] + + template_task_visit_place_intro_2_fame [Je dois savoir ce qui se passe dans $op1$ et $op2$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_VISIT_PLACE_INTRO_3 (bot giver, place op1, place op2, place op3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_visit_place_intro_3_money [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).] + + (reward > 0 & timelimit > 0) + template_task_visit_place_intro_3_money_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, je vous paierai $reward$ dapper(s).\nMais faites vite car c'est très urgent !] + + (timelimit > 0) + template_task_visit_place_intro_3_fame_timed [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite car c'est très urgent !] + + template_task_visit_place_intro_3_fame [Je dois savoir ce qui se passe dans $op1$, $op2$ et $op3$. Si vous y allez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_SUPPLY_BUY_ITEM +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_TITLE (bot giver) +{ + //any + template_task_supply_buy_item_title [Quels objets rachetez-vous ?] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_10(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) +{ + template_task_supply_buy_item_botchat_10 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n + - $i9$\n + - $i10$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_9(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) +{ + template_task_supply_buy_item_botchat_9 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n + - $i9$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_8(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) +{ + template_task_supply_buy_item_botchat_8 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_7(item i1, item i2, item i3, item i4, item i5, item i6, item i7) +{ + template_task_supply_buy_item_botchat_7 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_6(item i1, item i2, item i3, item i4, item i5, item i6) +{ + template_task_supply_buy_item_botchat_6 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_5(item i1, item i2, item i3, item i4, item i5) +{ + template_task_supply_buy_item_botchat_5 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_4(item i1, item i2, item i3, item i4) +{ + template_task_supply_buy_item_botchat_4 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_3(item i1, item i2, item i3) +{ + template_task_supply_buy_item_botchat_3 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n + - $i3$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_2(item i1, item i2) +{ + template_task_supply_buy_item_botchat_2 [Je rachète à bon prix :\n + - $i1$\n + - $i2$\n] +} + +TEMPLATE_TASK_SUPPLY_BUY_ITEM_BOTCHAT_1(item i1) +{ + template_task_supply_buy_item_botchat_1 [Je rachète à bon prix $i1.pda$ $i1$] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_SUPPLY_SELL_ITEM +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_TITLE (bot giver) +{ + //any + template_task_supply_sell_item_title [Quels objets vendez-vous ?] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_10(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9, item i10) +{ + template_task_supply_sell_item_botchat_10 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n + - $i9$\n + - $i10$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_9(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8, item i9) +{ + template_task_supply_sell_item_botchat_9 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n + - $i9$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_8(item i1, item i2, item i3, item i4, item i5, item i6, item i7, item i8) +{ + template_task_supply_sell_item_botchat_8 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n + - $i8$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_7(item i1, item i2, item i3, item i4, item i5, item i6, item i7) +{ + template_task_supply_sell_item_botchat_7 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n + - $i7$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_6(item i1, item i2, item i3, item i4, item i5, item i6) +{ + template_task_supply_sell_item_botchat_6 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n + - $i6$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_5(item i1, item i2, item i3, item i4, item i5) +{ + template_task_supply_sell_item_botchat_5 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n + - $i5$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_4(item i1, item i2, item i3, item i4) +{ + template_task_supply_sell_item_botchat_4 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n + - $i4$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_3(item i1, item i2, item i3) +{ + template_task_supply_sell_item_botchat_3 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n + - $i3$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_2(item i1, item i2) +{ + template_task_supply_sell_item_botchat_2 [Je vends les objets importés suivants :\n + - $i1$\n + - $i2$\n] +} + +TEMPLATE_TASK_SUPPLY_SELL_ITEM_BOTCHAT_1(item i1) +{ + template_task_supply_sell_item_botchat_1 [Je vends $i1.pia$ $i1$ importés] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_LOOT_GIVE +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_LOOT_GIVE_0_TITLE (bot giver, int random, faction f) +{ + //default text + (random = 1) + template_task_loot_give_0_title_1 [Collecter des matières premières animales] + + (random = 2) + template_task_loot_give_0_title_2 [Partir à la chasse pour collecter des matières premières] + + (random = 3) + template_task_loot_give_0_title_3 [Fournir des matières premières animales à $giver$] + + (random = 4) + template_task_loot_give_0_title_4 [Commande spéciale de matières premières animales] + + (random = 5) + template_task_loot_give_0_title_5 [Une commande de matières premières animales] + + (random = 6) + template_task_loot_give_0_title_6 [Récolter des matières premières animales] + + (random = 7) + template_task_loot_give_0_title_7 [$giver$ a besoin de matières premières animales] + + (random = 8) + template_task_loot_give_0_title_8 [$giver$ cherche un fournisseur de matières premières animales] + + (random = 9) + template_task_loot_give_0_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de matières premières] + + template_task_loot_give_0_title_10 [$giver$ veut refaire son stock de matières premières animales] +} + +TEMPLATE_TASK_LOOT_GIVE_1_TITLE (bot giver, int random, faction f) +{ + //ambassador / meat, welcomer / meat, scout / meat + (random = 1) + template_task_loot_give_1_title_1 [Collecter de la viande] + + (random = 2) + template_task_loot_give_1_title_2 [Partir à la chasse pour collecter de la viande] + + (random = 3) + template_task_loot_give_1_title_3 [Fournir de la viande à $giver$] + + (random = 4) + template_task_loot_give_1_title_4 [Commande spéciale de viande] + + (random = 5) + template_task_loot_give_1_title_5 [Une commande de viande] + + (random = 6) + template_task_loot_give_1_title_6 [Rassembler de la viande] + + (random = 7) + template_task_loot_give_1_title_7 [$giver$ a besoin de viande] + + (random = 8) + template_task_loot_give_1_title_8 [$giver$ cherche un fournisseur de viande] + + (random = 9) + template_task_loot_give_1_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de viande] + + template_task_loot_give_1_title_10 [$giver$ veut refaire son stock de viande] +} + +TEMPLATE_TASK_LOOT_GIVE_2_TITLE (bot giver, int random, faction f) +{ + //hunter / meat + (random = 1) + template_task_loot_give_2_title_1 [Aider $giver$ à collecter de la viande] + + (random = 2) + template_task_loot_give_2_title_2 [Partir à la chasse pour aider $giver$ à collecter de la viande] + + (random = 3) + template_task_loot_give_2_title_3 [Donner un coup de main à $giver$ pour rassembler de la viande] + + (random = 4) + template_task_loot_give_2_title_4 [Aider $giver$ à honorer une commande spéciale de viande] + + (random = 5) + template_task_loot_give_2_title_5 [$giver$ demande un coup de main pour rassembler de la viande] + + (random = 6) + template_task_loot_give_2_title_6 [Aider $giver$ à récolter de la viande] + + (random = 7) + template_task_loot_give_2_title_7 [$giver$ a besoin d'aide pour collecter de la viande] + + (random = 8) + template_task_loot_give_2_title_8 [$giver$ a besoin d'un coup de main pour collecter de la viande] + + (random = 9) + template_task_loot_give_2_title_9 [$giver$ demande de l'aide pour collecter de la viande] + + template_task_loot_give_2_title_10 [$giver$ a besoin d'aide pour refaire son stock de viande] +} + +TEMPLATE_TASK_LOOT_GIVE_3_TITLE (bot giver, int random, faction f) +{ + //tribe / meat + (random = 1) + template_task_loot_give_3_title_1 [Collecter de la viande pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_3_title_2 [Partir à la chasse pour collecter de la viande pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_3_title_3 [Fournir de la viande aux $f.member$] + + (random = 4) + template_task_loot_give_3_title_4 [Commande spéciale de viande pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_3_title_5 [Une commande de viande pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_3_title_6 [Rassembler de la viande pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_3_title_7 [$f.mda$ $f.member$ ont besoin de viande] + + (random = 8) + template_task_loot_give_3_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de viande] + + (random = 9) + template_task_loot_give_3_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de viande] + + template_task_loot_give_3_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de viande] +} + +TEMPLATE_TASK_LOOT_GIVE_6_TITLE (bot giver, int random, faction f) +{ + //ambassador / kitin, welcomer / kitin, scout / kitin + (random = 1) + template_task_loot_give_6_title_1 [Collecter des matières premières kitin] + + (random = 2) + template_task_loot_give_6_title_2 [Partir à la chasse pour collecter des morceaux de kitin] + + (random = 3) + template_task_loot_give_6_title_3 [Fournir des matières premières kitin à $giver$] + + (random = 4) + template_task_loot_give_6_title_4 [Commande spéciale de morceaux de kitin] + + (random = 5) + template_task_loot_give_6_title_5 [Une commande de matières premières kitin] + + (random = 6) + template_task_loot_give_6_title_6 [Rassembler des matières premières kitin] + + (random = 7) + template_task_loot_give_6_title_7 [$giver$ a besoin de morceaux de kitin] + + (random = 8) + template_task_loot_give_6_title_8 [$giver$ cherche un fournisseur de matières premières kitin] + + (random = 9) + template_task_loot_give_6_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de morceaux de kitin] + + template_task_loot_give_6_title_10 [$giver$ veut refaire son stock de matières premières kitin] +} + +TEMPLATE_TASK_LOOT_GIVE_8_TITLE (bot giver, int random, faction f) +{ + //tribe / kitin + (random = 1) + template_task_loot_give_8_title_1 [Collecter des matières premières kitin pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_8_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_8_title_3 [Fournir des matières premières kitin aux $f.member$] + + (random = 4) + template_task_loot_give_8_title_4 [Commande spéciale de morceaux de kitin pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_8_title_5 [Une commande de matières premières kitin pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_8_title_6 [Rassembler des matières premières kitin pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_8_title_7 [$f.mda$ $f.member$ ont besoin de morceaux de kitin] + + (random = 8) + template_task_loot_give_8_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de matières premières kitin] + + (random = 9) + template_task_loot_give_8_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de morceaux de kitin] + + template_task_loot_give_8_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de matières premières kitin] +} + +TEMPLATE_TASK_LOOT_GIVE_9_TITLE (bot giver, int random, faction f) +{ + //Kami / kitin + (random = 1) + template_task_loot_give_9_title_1 [Collecter des matières premières kitin pour les Kamis] + + (random = 2) + template_task_loot_give_9_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour les Kamis] + + (random = 3) + template_task_loot_give_9_title_3 [Fournir des matières premières kitin aux Kamis] + + (random = 4) + template_task_loot_give_9_title_4 [Commande spéciale de morceaux de kitin pour les Kamis] + + (random = 5) + template_task_loot_give_9_title_5 [Une commande de matières premières kitin pour les Kamis] + + (random = 6) + template_task_loot_give_9_title_6 [Rassembler des matières premières kitin pour les Kamis] + + (random = 7) + template_task_loot_give_9_title_7 [Les Kamis ont besoin de morceaux de kitin] + + (random = 8) + template_task_loot_give_9_title_8 [Les Kamis cherchent un fournisseur de matières premières kitin] + + (random = 9) + template_task_loot_give_9_title_9 [Les Kamis ont besoin d'un chasseur pour leur fournir des morceaux de kitin] + + template_task_loot_give_9_title_10 [Les Kamis demandent des matières premières kitin] +} + +TEMPLATE_TASK_LOOT_GIVE_10_TITLE (bot giver, int random, faction f) +{ + //Karavan / kitin + (random = 1) + template_task_loot_give_10_title_1 [Collecter des matières premières kitin pour la Karavan] + + (random = 2) + template_task_loot_give_10_title_2 [Partir à la chasse pour collecter des morceaux de kitin pour la Karavan] + + (random = 3) + template_task_loot_give_10_title_3 [Fournir des matières premières kitin à la Karavan] + + (random = 4) + template_task_loot_give_10_title_4 [Commande spéciale de morceaux de kitin pour la Karavan] + + (random = 5) + template_task_loot_give_10_title_5 [Une commande de matières premières kitin pour la Karavan] + + (random = 6) + template_task_loot_give_10_title_6 [Rassembler des matières premières kitin pour la Karavan] + + (random = 7) + template_task_loot_give_10_title_7 [La Karavan a besoin de morceaux de kitin] + + (random = 8) + template_task_loot_give_10_title_8 [La Karavan cherche un fournisseur de matières premières kitin] + + (random = 9) + template_task_loot_give_10_title_9 [La Karavan a besoin d'un chasseur pour refaire son stock de morceaux de kitin] + + template_task_loot_give_10_title_10 [La Karavan veut refaire son stock de matières premières kitin] +} + +TEMPLATE_TASK_LOOT_GIVE_11_TITLE (bot giver, int random, faction f) +{ + //ambassador / bone, welcomer / bone, scout / bone + (random = 1) + template_task_loot_give_11_title_1 [Collecter des os] + + (random = 2) + template_task_loot_give_11_title_2 [Partir à la chasse pour collecter des os] + + (random = 3) + template_task_loot_give_11_title_3 [Fournir des os à $giver$] + + (random = 4) + template_task_loot_give_11_title_4 [Commande spéciale d'os] + + (random = 5) + template_task_loot_give_11_title_5 [Une commande d'os] + + (random = 6) + template_task_loot_give_11_title_6 [Rassembler des os] + + (random = 7) + template_task_loot_give_11_title_7 [$giver$ a besoin d'os] + + (random = 8) + template_task_loot_give_11_title_8 [$giver$ cherche un fournisseur d'os] + + (random = 9) + template_task_loot_give_11_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock d'os] + + template_task_loot_give_11_title_10 [$giver$ veut refaire son stock d'os] +} + +TEMPLATE_TASK_LOOT_GIVE_12_TITLE (bot giver, int random, faction f) +{ + //hunter / bone + (random = 1) + template_task_loot_give_12_title_1 [Aider $giver$ à collecter des os] + + (random = 2) + template_task_loot_give_12_title_2 [Partir à la chasse pour aider $giver$ à collecter des os] + + (random = 3) + template_task_loot_give_12_title_3 [Donner un coup de main à $giver$ pour rassembler des os] + + (random = 4) + template_task_loot_give_12_title_4 [Aider $giver$ à honorer une commande spéciale d'os] + + (random = 5) + template_task_loot_give_12_title_5 [$giver$ demande un coup de main pour rassembler des os] + + (random = 6) + template_task_loot_give_12_title_6 [Aider $giver$ à récolter des os] + + (random = 7) + template_task_loot_give_12_title_7 [$giver$ a besoin d'aide pour collecter des os] + + (random = 8) + template_task_loot_give_12_title_8 [$giver$ a besoin d'un coup de main pour collecter des os] + + (random = 9) + template_task_loot_give_12_title_9 [$giver$ demande de l'aide pour collecter des os] + + template_task_loot_give_12_title_10 [$giver$ a besoin d'aide pour refaire son stock d'os] +} + +TEMPLATE_TASK_LOOT_GIVE_13_TITLE (bot giver, int random, faction f) +{ + //tribe / bone + (random = 1) + template_task_loot_give_13_title_1 [Collecter des os pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_13_title_2 [Partir à la chasse pour collecter des os pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_13_title_3 [Fournir des os aux $f.member$] + + (random = 4) + template_task_loot_give_13_title_4 [Commande spéciale d'os pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_13_title_5 [Une commande d'os pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_13_title_6 [Rassembler des os pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_13_title_7 [$f.mda$ $f.member$ ont besoin d'os] + + (random = 8) + template_task_loot_give_13_title_8 [$f.mda$ $f.member$ cherchent un fournisseur d'os] + + (random = 9) + template_task_loot_give_13_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock d'os] + + template_task_loot_give_13_title_10 [$f.mda$ $f.member$ veulent refaire leur stock d'os] +} + +TEMPLATE_TASK_LOOT_GIVE_18_TITLE (bot giver, int random, faction f) +{ + //tribe / blood + (random = 1) + template_task_loot_give_18_title_1 [Collecter du sang pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_18_title_2 [Partir à la chasse pour collecter du sang pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_18_title_3 [Fournir du sang aux $f.member$] + + (random = 4) + template_task_loot_give_18_title_4 [Commande spéciale de sang pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_18_title_5 [Une commande de sang pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_18_title_6 [Rassembler du sang pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_18_title_7 [$f.mda$ $f.member$ ont besoin de sang] + + (random = 8) + template_task_loot_give_18_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de sang] + + (random = 9) + template_task_loot_give_18_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de sang] + + template_task_loot_give_18_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de sang] +} + +TEMPLATE_TASK_LOOT_GIVE_20_TITLE (bot giver, int random, faction f) +{ + //Karavan / blood + (random = 1) + template_task_loot_give_20_title_1 [Collecter du sang pour la Karavan] + + (random = 2) + template_task_loot_give_20_title_2 [Partir à la chasse pour collecter du sang pour la Karavan] + + (random = 3) + template_task_loot_give_20_title_3 [Fournir du sang à la Karavan] + + (random = 4) + template_task_loot_give_20_title_4 [Commande spéciale de sang pour la Karavan] + + (random = 5) + template_task_loot_give_20_title_5 [Une commande de sang pour la Karavan] + + (random = 6) + template_task_loot_give_20_title_6 [Rassembler du sang pour la Karavan] + + (random = 7) + template_task_loot_give_20_title_7 [La Karavan a besoin de sang] + + (random = 8) + template_task_loot_give_20_title_8 [La Karavan cherche un fournisseur de sang] + + (random = 9) + template_task_loot_give_20_title_9 [La Karavan a besoin d'un chasseur pour refaire son stock de sang] + + template_task_loot_give_20_title_10 [La Karavan veut refaire son stock de sang] +} + +TEMPLATE_TASK_LOOT_GIVE_21_TITLE (bot giver, int random, faction f) +{ + //ambassador / fur, welcomer / fur, scout / fur + (random = 1) + template_task_loot_give_21_title_1 [Collecter de la fourrure] + + (random = 2) + template_task_loot_give_21_title_2 [Partir à la chasse pour collecter de la fourrure] + + (random = 3) + template_task_loot_give_21_title_3 [Fournir de la fourrure à $giver$] + + (random = 4) + template_task_loot_give_21_title_4 [Commande spéciale de fourrure] + + (random = 5) + template_task_loot_give_21_title_5 [Une commande de fourrure] + + (random = 6) + template_task_loot_give_21_title_6 [Rassembler de la fourrure] + + (random = 7) + template_task_loot_give_21_title_7 [$giver$ a besoin de fourrure] + + (random = 8) + template_task_loot_give_21_title_8 [$giver$ cherche un fournisseur de fourrure] + + (random = 9) + template_task_loot_give_21_title_9 [$giver$ a besoin d'un chasseur pour refaire son stock de fourrure] + + template_task_loot_give_21_title_10 [$giver$ veut refaire son stock de fourrure] +} + +TEMPLATE_TASK_LOOT_GIVE_22_TITLE (bot giver, int random, faction f) +{ + //hunter / fur + (random = 1) + template_task_loot_give_22_title_1 [Aider $giver$ à collecter de la fourrure] + + (random = 2) + template_task_loot_give_22_title_2 [Partir à la chasse pour aider $giver$ à collecter de la fourrure] + + (random = 3) + template_task_loot_give_22_title_3 [Donner un coup de main à $giver$ pour rassembler de la fourrure] + + (random = 4) + template_task_loot_give_22_title_4 [Aider $giver$ à honorer une commande spéciale de fourrure] + + (random = 5) + template_task_loot_give_22_title_5 [$giver$ demande un coup de main pour rassembler de la fourrure] + + (random = 6) + template_task_loot_give_22_title_6 [Aider $giver$ à récolter de la fourrure] + + (random = 7) + template_task_loot_give_22_title_7 [$giver$ a besoin d'aide pour collecter de la fourrure] + + (random = 8) + template_task_loot_give_22_title_8 [$giver$ a besoin d'un coup de main pour collecter de la fourrure] + + (random = 9) + template_task_loot_give_22_title_9 [$giver$ demande de l'aide pour collecter de la fourrure] + + template_task_loot_give_22_title_10 [$giver$ a besoin d'aide pour refaire son stock de fourrure] +} + +TEMPLATE_TASK_LOOT_GIVE_23_TITLE (bot giver, int random, faction f) +{ + //tribe / fur + (random = 1) + template_task_loot_give_23_title_1 [Collecter de la fourrure pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_23_title_2 [Partir à la chasse pour collecter de la fourrure pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_23_title_3 [Fournir de la fourrure aux $f.member$] + + (random = 4) + template_task_loot_give_23_title_4 [Commande spéciale de fourrure pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_23_title_5 [Une commande de fourrure pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_23_title_6 [Rassembler de la fourrure pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_23_title_7 [$f.mda$ $f.member$ ont besoin de fourrure] + + (random = 8) + template_task_loot_give_23_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de fourrure] + + (random = 9) + template_task_loot_give_23_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de fourrure] + + template_task_loot_give_23_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de fourrure] +} + +TEMPLATE_TASK_LOOT_GIVE_27_TITLE (bot giver, int random, faction f) +{ + //hunter / plant + (random = 1) + template_task_loot_give_27_title_1 [Aider $giver$ à collecter des morceaux de plantes intelligentes] + + (random = 2) + template_task_loot_give_27_title_2 [Partir à la chasse pour aider $giver$ à collecter des morceaux de plantes intelligentes] + + (random = 3) + template_task_loot_give_27_title_3 [Donner un coup de main à $giver$ pour rassembler des morceaux de plantes intelligentes] + + (random = 4) + template_task_loot_give_27_title_4 [Aider $giver$ à honorer une commande spéciale de morceaux de plantes intelligentes] + + (random = 5) + template_task_loot_give_27_title_5 [$giver$ demande un coup de main pour rassembler des morceaux de plantes intelligentes] + + (random = 6) + template_task_loot_give_27_title_6 [Aider $giver$ à récolter des morceaux de plantes intelligentes] + + (random = 7) + template_task_loot_give_27_title_7 [$giver$ a besoin d'aide pour collecter des morceaux de plantes intelligentes] + + (random = 8) + template_task_loot_give_27_title_8 [$giver$ a besoin d'un coup de main pour collecter des morceaux de plantes intelligentes] + + (random = 9) + template_task_loot_give_27_title_9 [$giver$ demande de l'aide pour collecter des morceaux de plantes intelligentes] + + template_task_loot_give_27_title_10 [$giver$ a besoin d'aide pour refaire son stock de morceaux de plantes intelligentes] +} + +TEMPLATE_TASK_LOOT_GIVE_28_TITLE (bot giver, int random, faction f) +{ + //tribe / plant + (random = 1) + template_task_loot_give_28_title_1 [Collecter des morceaux de plantes intelligentes pour $f.mda$ $f.member$] + + (random = 2) + template_task_loot_give_28_title_2 [Partir à la chasse pour collecter des morceaux de plantes intelligentes pour $f.mda$ $f.member$] + + (random = 3) + template_task_loot_give_28_title_3 [Fournir des morceaux de plantes intelligentes aux $f.member$] + + (random = 4) + template_task_loot_give_28_title_4 [Commande spéciale de morceaux de plantes intelligentes pour $f.mda$ $f.member$] + + (random = 5) + template_task_loot_give_28_title_5 [Une commande de morceaux de plantes intelligentes pour $f.mda$ $f.member$] + + (random = 6) + template_task_loot_give_28_title_6 [Rassembler des morceaux de plantes intelligentes pour $f.mda$ $f.member$] + + (random = 7) + template_task_loot_give_28_title_7 [$f.mda$ $f.member$ ont besoin de morceaux de plantes intelligentes] + + (random = 8) + template_task_loot_give_28_title_8 [$f.mda$ $f.member$ cherchent un fournisseur de morceaux de plantes intelligentes] + + (random = 9) + template_task_loot_give_28_title_9 [$f.mda$ $f.member$ ont besoin d'un chasseur pour refaire leur stock de morceaux de plantes intelligentes] + + template_task_loot_give_28_title_10 [$f.mda$ $f.member$ veulent refaire leur stock de morceaux de plantes intelligentes] +} + +TEMPLATE_TASK_LOOT_GIVE_31_TITLE (bot giver, int random, faction f) +{ + //double fame hunter / meat + (random = 1) + template_task_loot_give_31_title_1 [Aider $giver$ à collecter de la viande pour ses amis $f$] + + (random = 2) + template_task_loot_give_31_title_2 [Partir à la chasse pour aider $giver$ à collecter de la viande pour ses amis $f$] + + (random = 3) + template_task_loot_give_31_title_3 [Donner un coup de main à $giver$ pour rassembler de la viande pour ses amis $f$] + + (random = 4) + template_task_loot_give_31_title_4 [Aider $giver$ à honorer une commande spéciale de viande pour ses amis $f$] + + (random = 5) + template_task_loot_give_31_title_5 [$giver$ demande un coup de main pour rassembler de la viande pour ses amis $f$] + + (random = 6) + template_task_loot_give_31_title_6 [Aider $giver$ à récolter de la viande pour ses amis $f$] + + (random = 7) + template_task_loot_give_31_title_7 [$giver$ a besoin d'aide pour collecter de la viande pour ses amis $f$] + + (random = 8) + template_task_loot_give_31_title_8 [$giver$ a besoin d'un coup de main pour collecter de la viande pour ses amis $f$] + + (random = 9) + template_task_loot_give_31_title_9 [$giver$ demande de l'aide pour collecter de la viande pour ses amis $f$] + + template_task_loot_give_31_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de viande] +} + +TEMPLATE_TASK_LOOT_GIVE_32_TITLE (bot giver, int random, faction f) +{ + //double fame hunter / kitin + (random = 1) + template_task_loot_give_32_title_1 [Aider $giver$ à collecter des morceaux de kitin pour ses amis $f$] + + (random = 2) + template_task_loot_give_32_title_2 [Partir à la chasse pour aider $giver$ à collecter des morceaux de kitin pour ses amis $f$] + + (random = 3) + template_task_loot_give_32_title_3 [Donner un coup de main à $giver$ pour rassembler des morceaux de kitin pour ses amis $f$] + + (random = 4) + template_task_loot_give_32_title_4 [Aider $giver$ à honorer une commande spéciale de matières premières kitin pour ses amis $f$] + + (random = 5) + template_task_loot_give_32_title_5 [$giver$ demande un coup de main pour rassembler des matières premières kitin pour ses amis $f$] + + (random = 6) + template_task_loot_give_32_title_6 [Aider $giver$ à récolter des matières premières kitin pour ses amis $f$] + + (random = 7) + template_task_loot_give_32_title_7 [$giver$ a besoin d'aide pour collecter des matières premières kitin pour ses amis $f$] + + (random = 8) + template_task_loot_give_32_title_8 [$giver$ a besoin d'un coup de main pour collecter des morceaux de kitin pour ses amis $f$] + + (random = 9) + template_task_loot_give_32_title_9 [$giver$ demande de l'aide pour collecter des matières premières kitin pour ses amis $f$] + + template_task_loot_give_32_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de morceaux de kitin] +} + +TEMPLATE_TASK_LOOT_GIVE_33_TITLE (bot giver, int random, faction f) +{ + //double fame hunter / bone + (random = 1) + template_task_loot_give_33_title_1 [Aider $giver$ à collecter des os pour ses amis $f$] + + (random = 2) + template_task_loot_give_33_title_2 [Partir à la chasse pour aider $giver$ à collecter des os pour ses amis $f$] + + (random = 3) + template_task_loot_give_33_title_3 [Donner un coup de main à $giver$ pour rassembler des os pour ses amis $f$] + + (random = 4) + template_task_loot_give_33_title_4 [Aider $giver$ à honorer une commande spéciale d'os pour ses amis $f$] + + (random = 5) + template_task_loot_give_33_title_5 [$giver$ demande un coup de main pour rassembler des os pour ses amis $f$] + + (random = 6) + template_task_loot_give_33_title_6 [Aider $giver$ à récolter des os pour ses amis $f$] + + (random = 7) + template_task_loot_give_33_title_7 [$giver$ a besoin d'aide pour collecter des os pour ses amis $f$] + + (random = 8) + template_task_loot_give_33_title_8 [$giver$ a besoin d'un coup de main pour collecter des os pour ses amis $f$] + + (random = 9) + template_task_loot_give_33_title_9 [$giver$ demande de l'aide pour collecter des os pour ses amis $f$] + + template_task_loot_give_33_title_10 [les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock d'os] +} + +TEMPLATE_TASK_LOOT_GIVE_34_TITLE (bot giver, int random, faction f) +{ + //double fame hunter / blood + (random = 1) + template_task_loot_give_34_title_1 [Aider $giver$ à collecter du sang pour ses amis $f$] + + (random = 2) + template_task_loot_give_34_title_2 [Partir à la chasse pour aider $giver$ à collecter du sang pour ses amis $f$] + + (random = 3) + template_task_loot_give_34_title_3 [Donner un coup de main à $giver$ pour rassembler du sang pour ses amis $f$] + + (random = 4) + template_task_loot_give_34_title_4 [Aider $giver$ à honorer une commande spéciale de sang pour ses amis $f$] + + (random = 5) + template_task_loot_give_34_title_5 [$giver$ demande un coup de main pour rassembler du sang pour ses amis $f$] + + (random = 6) + template_task_loot_give_34_title_6 [Aider $giver$ à récolter du sang pour ses amis $f$] + + (random = 7) + template_task_loot_give_34_title_7 [$giver$ a besoin d'aide pour collecter du sang pour ses amis $f$] + + (random = 8) + template_task_loot_give_34_title_8 [$giver$ a besoin d'un coup de main pour collecter du sang pour ses amis $f$] + + (random = 9) + template_task_loot_give_34_title_9 [$giver$ demande de l'aide pour collecter du sang pour ses amis $f$] + + template_task_loot_give_34_title_10 [les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de sang] +} + +TEMPLATE_TASK_LOOT_GIVE_35_TITLE (bot giver, int random, faction f) +{ + //double fame hunter / fur + (random = 1) + template_task_loot_give_35_title_1 [Aider $giver$ à collecter de la fourrure pour ses amis $f$] + + (random = 2) + template_task_loot_give_35_title_2 [Partir à la chasse pour aider $giver$ à collecter de la fourrure pour ses amis $f$] + + (random = 3) + template_task_loot_give_35_title_3 [Donner un coup de main à $giver$ pour rassembler de la fourrure pour ses amis $f$] + + (random = 4) + template_task_loot_give_35_title_4 [Aider $giver$ à honorer une commande spéciale de fourrure pour ses amis $f$] + + (random = 5) + template_task_loot_give_35_title_5 [$giver$ demande un coup de main pour rassembler de la fourrure pour ses amis $f$] + + (random = 6) + template_task_loot_give_35_title_6 [Aider $giver$ à récolter de la fourrure pour ses amis $f$] + + (random = 7) + template_task_loot_give_35_title_7 [$giver$ a besoin d'aide pour collecter de la fourrure pour ses amis $f$] + + (random = 8) + template_task_loot_give_35_title_8 [$giver$ a besoin d'un coup de main pour collecter de la fourrure pour ses amis $f$] + + (random = 9) + template_task_loot_give_35_title_9 [$giver$ demande de l'aide pour collecter de la fourrure pour ses amis $f$] + + template_task_loot_give_35_title_10 [Les amis $f$ de $giver$ ont besoin d'aide pour refaire leur stock de fourrure] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_LOOT_GIVE_INTRO_1 (bot giver, item i1, int qt1, int ql1, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_loot_give_intro_1_money [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_loot_give_intro_1_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_loot_give_intro_1_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_loot_give_intro_1_fame [Il me faut $qt1$ $i1$ de qualité $ql1$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_LOOT_GIVE_INTRO_2 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_loot_give_intro_2_money [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_loot_give_intro_2_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_loot_give_intro_2_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_loot_give_intro_2_fame [Il me faut $qt1$ $i1$ de qualité $ql1$ et $qt2$ $i2$ de qualité $ql2$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_LOOT_GIVE_INTRO_3 (bot giver, item i1, int qt1, int ql1, item i2, int qt2, int ql2, item i3, int qt3, int ql3, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_loot_give_intro_3_money [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_loot_give_intro_3_money_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, je vous paierai $reward$ dappers.\nMais faites vite, c'est très urgent !] + + (timelimit > 0) + template_task_loot_give_intro_3_fame_timed [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, c'est très urgent !] + + template_task_loot_give_intro_3_fame [Il me faut $qt1$ $i1$ de qualité $ql1$, $qt2$ $i2$ de qualité $ql2$ et $qt3$ $i3$ de qualité $ql3$. Si vous m'en rapportez, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +/************************************************************************************************************************** +TEMPLATE_TASK_KILL_NPC +**************************************************************************************************************************/ + +//-------------------- Titles corresponding to function / constraint-------------------------------------- + +TEMPLATE_TASK_KILL_NPC_0_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) +{ + //default text with bandits + (random = 1) + template_task_kill_npc_0_title_bandit_1 [Tuer des $target$ pour $giver$ dans $region$] + + (random = 2) + template_task_kill_npc_0_title_bandit_2 [Eliminer des $target$ pour $giver$ dans $region$] + + (random = 3) + template_task_kill_npc_0_title_bandit_3 [Combattre les $target$ pour $giver$ dans $region$] + + (random = 4) + template_task_kill_npc_0_title_bandit_4 [Exécuter des $target$ pour $giver$ dans $region$] + + (random = 5) + template_task_kill_npc_0_title_bandit_5 [$giver$ a besoin d'aide pour éliminer des $target$ dans $region$] + + (random = 6) + template_task_kill_npc_0_title_bandit_6 [$giver$ a besoin d'aide pour tuer des $target$ dans $region$] + + (random = 7) + template_task_kill_npc_0_title_bandit_7 [$giver$ a besoin d'aide pour combattre les $target$ dans $region$] + + (random = 8) + template_task_kill_npc_0_title_bandit_8 [$giver$ a besoin d'aide pour exécuter des $target$ dans $region$] + + (random = 9) + template_task_kill_npc_0_title_bandit_9 [$giver$ a besoin de quelqu'un pour tuer des $target$ dans $region$] + + template_task_kill_npc_0_title_bandit_10 [$giver$ a besoin de quelqu'un pour combattre les $target$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_0_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) +{ + //default text with tribe + (random = 1) + template_task_kill_npc_0_title_tribe_1 [Tuer des $target.member$ pour $giver$ dans $region$] + + (random = 2) + template_task_kill_npc_0_title_tribe_2 [Eliminer des $target.member$ pour $giver$ dans $region$] + + (random = 3) + template_task_kill_npc_0_title_tribe_3 [Combattre les $target.member$ pour $giver$ dans $region$] + + (random = 4) + template_task_kill_npc_0_title_tribe_4 [Exécuter des $target.member$ pour $giver$ dans $region$] + + (random = 5) + template_task_kill_npc_0_title_tribe_5 [$giver$ a besoin d'aide pour éliminer des $target.member$ dans $region$] + + (random = 6) + template_task_kill_npc_0_title_tribe_6 [$giver$ a besoin d'aide pour tuer des $target.member$ dans $region$] + + (random = 7) + template_task_kill_npc_0_title_tribe_7 [$giver$ a besoin d'aide pour combattre les $target.member$ dans $region$] + + (random = 8) + template_task_kill_npc_0_title_tribe_8 [$giver$ a besoin d'aide pour exécuter des $target.member$ dans $region$] + + (random = 9) + template_task_kill_npc_0_title_tribe_9 [$giver$ a besoin de quelqu'un pour tuer des $target.member$ dans $region$] + + template_task_kill_npc_0_title_tribe_10 [$giver$ a besoin de quelqu'un pour combattre les $target.member$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_1_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) +{ + //Karavan + (random = 1) + template_task_kill_npc_1_title_bandit_1 [Tuer des $target$ pour la Karavan dans $region$] + + (random = 2) + template_task_kill_npc_1_title_bandit_2 [Eliminer des $target$ pour la Karavan dans $region$] + + (random = 3) + template_task_kill_npc_1_title_bandit_3 [Combattre les $target$ pour la Karavan dans $region$] + + (random = 4) + template_task_kill_npc_1_title_bandit_4 [Exécuter des $target$ pour la Karavan dans $region$] + + (random = 5) + template_task_kill_npc_1_title_bandit_5 [La Karavan a besoin d'aide pour éliminer des $target$ dans $region$] + + (random = 6) + template_task_kill_npc_1_title_bandit_6 [La Karavan a besoin d'aide pour tuer des $target$ dans $region$] + + (random = 7) + template_task_kill_npc_1_title_bandit_7 [La Karavan a besoin d'aide pour combattre les $target$ dans $region$] + + (random = 8) + template_task_kill_npc_1_title_bandit_8 [La Karavan a besoin d'aide pour exécuter des $target$ dans $region$] + + (random = 9) + template_task_kill_npc_1_title_bandit_9 [La Karavan a besoin de quelqu'un pour tuer des $target$ dans $region$] + + template_task_kill_npc_1_title_bandit_10 [La Karavan a besoin de quelqu'un pour combattre les $target$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_1_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) +{ + //Karavan + (random = 1) + template_task_kill_npc_1_title_tribe_1 [Tuer des $target.member$ pour la Karavan dans $region$] + + (random = 2) + template_task_kill_npc_1_title_tribe_2 [Eliminer des $target.member$ pour la Karavan dans $region$] + + (random = 3) + template_task_kill_npc_1_title_tribe_3 [Combattre les $target.member$ pour la Karavan dans $region$] + + (random = 4) + template_task_kill_npc_1_title_tribe_4 [Exécuter des $target.member$ pour la Karavan dans $region$] + + (random = 5) + template_task_kill_npc_1_title_tribe_5 [La Karavan a besoin d'aide pour éliminer des $target.member$ dans $region$] + + (random = 6) + template_task_kill_npc_1_title_tribe_6 [La Karavan a besoin d'aide pour tuer des $target.member$ dans $region$] + + (random = 7) + template_task_kill_npc_1_title_tribe_7 [La Karavan a besoin d'aide pour combattre les $target.member$ dans $region$] + + (random = 8) + template_task_kill_npc_1_title_tribe_8 [La Karavan a besoin d'aide pour exécuter des $target.member$ dans $region$] + + (random = 9) + template_task_kill_npc_1_title_tribe_9 [La Karavan a besoin de quelqu'un pour tuer des $target.member$ dans $region$] + + template_task_kill_npc_1_title_tribe_10 [La Karavan a besoin de quelqu'un pour combattre les $target.member$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_2_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) +{ + //Kami + (random = 1) + template_task_kill_npc_2_title_bandit_1 [Tuer des $target$ pour les Kamis dans $region$] + + (random = 2) + template_task_kill_npc_2_title_bandit_2 [Eliminer des $target$ pour les Kamis dans $region$] + + (random = 3) + template_task_kill_npc_2_title_bandit_3 [Combattre les $target$ pour les Kamis dans $region$] + + (random = 4) + template_task_kill_npc_2_title_bandit_4 [Exécuter des $target$ pour les Kamis dans $region$] + + (random = 5) + template_task_kill_npc_2_title_bandit_5 [Les Kamis ont besoin d'aide pour éliminer des $target$ dans $region$] + + (random = 6) + template_task_kill_npc_2_title_bandit_6 [Les Kamis ont besoin d'aide pour tuer des $target$ dans $region$] + + (random = 7) + template_task_kill_npc_2_title_bandit_7 [Les Kamis ont besoin d'aide pour combattre les $target$ dans $region$] + + (random = 8) + template_task_kill_npc_2_title_bandit_8 [Les Kamis ont besoin d'aide pour exécuter des $target$ dans $region$] + + (random = 9) + template_task_kill_npc_2_title_bandit_9 [Les Kamis ont besoin de quelqu'un pour tuer des $target$ dans $region$] + + template_task_kill_npc_2_title_bandit_10 [Les Kamis ont besoin de quelqu'un pour combattre les $target$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_2_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) +{ + //Kami + (random = 1) + template_task_kill_npc_2_title_tribe_1 [Tuer des $target.member$ pour les Kamis dans $region$] + + (random = 2) + template_task_kill_npc_2_title_tribe_2 [Eliminer des $target.member$ pour les Kamis dans $region$] + + (random = 3) + template_task_kill_npc_2_title_tribe_3 [Combattre les $target.member$ pour les Kamis dans $region$] + + (random = 4) + template_task_kill_npc_2_title_tribe_4 [Exécuter des $target.member$ pour les Kamis dans $region$] + + (random = 5) + template_task_kill_npc_2_title_tribe_5 [Les Kamis ont besoin d'aide pour éliminer des $target.member$ dans $region$] + + (random = 6) + template_task_kill_npc_2_title_tribe_6 [Les Kamis ont besoin d'aide pour tuer des $target.member$ dans $region$] + + (random = 7) + template_task_kill_npc_2_title_tribe_7 [Les Kamis ont besoin d'aide pour combattre les $target.member$ dans $region$] + + (random = 8) + template_task_kill_npc_2_title_tribe_8 [Les Kamis ont besoin d'aide pour exécuter des $target.member$ dans $region$] + + (random = 9) + template_task_kill_npc_2_title_tribe_9 [Les Kamis ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] + + template_task_kill_npc_2_title_tribe_10 [Les Kamis ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_3_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) +{ + //double fame + (random = 1) + template_task_kill_npc_3_title_bandit_1 [Tuer des $target$ pour les amis $f$ de $giver$ dans $region$] + + (random = 2) + template_task_kill_npc_3_title_bandit_2 [Eliminer des $target$ pour les amis $f$ de $giver$ dans $region$] + + (random = 3) + template_task_kill_npc_3_title_bandit_3 [Combattre les $target$ pour les amis $f$ de $giver$ dans $region$] + + (random = 4) + template_task_kill_npc_3_title_bandit_4 [Exécuter des $target$ pour les amis $f$ de $giver$ dans $region$] + + (random = 5) + template_task_kill_npc_3_title_bandit_5 [Les amis $f$ de $giver$ ont besoin d'aide pour éliminer des $target$ dans $region$] + + (random = 6) + template_task_kill_npc_3_title_bandit_6 [Les amis $f$ de $giver$ ont besoin d'aide pour tuer des $target$ dans $region$] + + (random = 7) + template_task_kill_npc_3_title_bandit_7 [Les amis $f$ de $giver$ ont besoin d'aide pour combattre les $target$ dans $region$] + + (random = 8) + template_task_kill_npc_3_title_bandit_8 [Les amis $f$ de $giver$ ont besoin d'aide pour exécuter des $target$ dans $region$] + + (random = 9) + template_task_kill_npc_3_title_bandit_9 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour tuer des $target$ dans $region$] + + template_task_kill_npc_3_title_bandit_10 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour combattre les $target$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_3_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) +{ + //double fame + (random = 1) + template_task_kill_npc_3_title_tribe_1 [Tuer des $target.member$ pour les amis $f$ de $giver$ dans $region$] + + (random = 2) + template_task_kill_npc_3_title_tribe_2 [Eliminer des $target.member$ pour les amis $f$ de $giver$ dans $region$] + + (random = 3) + template_task_kill_npc_3_title_tribe_3 [Combattre les $target.member$ pour les amis $f$ de $giver$ dans $region$] + + (random = 4) + template_task_kill_npc_3_title_tribe_4 [Exécuter des $target.member$ pour les amis $f$ de $giver$ dans $region$] + + (random = 5) + template_task_kill_npc_3_title_tribe_5 [Les amis $f$ de $giver$ ont besoin d'aide pour éliminer des $target.member$ dans $region$] + + (random = 6) + template_task_kill_npc_3_title_tribe_6 [Les amis $f$ de $giver$ ont besoin d'aide pour tuer des $target.member$ dans $region$] + + (random = 7) + template_task_kill_npc_3_title_tribe_7 [Les amis $f$ de $giver$ ont besoin d'aide pour combattre les $target.member$ dans $region$] + + (random = 8) + template_task_kill_npc_3_title_tribe_8 [Les amis $f$ de $giver$ ont besoin d'aide pour exécuter des $target.member$ dans $region$] + + (random = 9) + template_task_kill_npc_3_title_tribe_9 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] + + template_task_kill_npc_3_title_tribe_10 [Les amis $f$ de $giver$ ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_4_TITLE_BANDIT (bot giver, bot_name target, place region, int random, faction f) +{ + //tribe + (random = 1) + template_task_kill_npc_4_title_bandit_1 [Tuer des $target$ pour $f.mda$ $f.member$ dans $region$] + + (random = 2) + template_task_kill_npc_4_title_bandit_2 [Eliminer des $target$ pour $f.mda$ $f.member$ dans $region$] + + (random = 3) + template_task_kill_npc_4_title_bandit_3 [Combattre les $target$ pour $f.mda$ $f.member$ dans $region$] + + (random = 4) + template_task_kill_npc_4_title_bandit_4 [Exécuter des $target$ pour $f.mda$ $f.member$ dans $region$] + + (random = 5) + template_task_kill_npc_4_title_bandit_5 [$f.mda$ $f.member$ ont besoin d'aide pour éliminer des $target$ dans $region$] + + (random = 6) + template_task_kill_npc_4_title_bandit_6 [$f.mda$ $f.member$ ont besoin d'aide pour tuer des $target$ dans $region$] + + (random = 7) + template_task_kill_npc_4_title_bandit_7 [$f.mda$ $f.member$ ont besoin d'aide pour combattre les $target$ dans $region$] + + (random = 8) + template_task_kill_npc_4_title_bandit_8 [$f.mda$ $f.member$ ont besoin d'aide pour exécuter des $target$ dans $region$] + + (random = 9) + template_task_kill_npc_4_title_bandit_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour tuer des $target$ dans $region$] + + template_task_kill_npc_4_title_bandit_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour combattre les $target$ dans $region$] +} + +TEMPLATE_TASK_KILL_NPC_4_TITLE_TRIBE (bot giver, faction target, place region, int random, faction f) +{ + //tribe + (random = 1) + template_task_kill_npc_4_title_tribe_1 [Tuer des $target.member$ pour $f.mda$ $f.member$ dans $region$] + + (random = 2) + template_task_kill_npc_4_title_tribe_2 [Eliminer des $target.member$ pour $f.mda$ $f.member$ dans $region$] + + (random = 3) + template_task_kill_npc_4_title_tribe_3 [Combattre les $target.member$ pour $f.mda$ $f.member$ dans $region$] + + (random = 4) + template_task_kill_npc_4_title_tribe_4 [Exécuter des $target.member$ pour $f.mda$ $f.member$ dans $region$] + + (random = 5) + template_task_kill_npc_4_title_tribe_5 [$f.mda$ $f.member$ ont besoin d'aide pour éliminer des $target.member$ dans $region$] + + (random = 6) + template_task_kill_npc_4_title_tribe_6 [$f.mda$ $f.member$ ont besoin d'aide pour tuer des $target.member$ dans $region$] + + (random = 7) + template_task_kill_npc_4_title_tribe_7 [$f.mda$ $f.member$ ont besoin d'aide pour combattre les $target.member$ dans $region$] + + (random = 8) + template_task_kill_npc_4_title_tribe_8 [$f.mda$ $f.member$ ont besoin d'aide pour exécuter des $target.member$ dans $region$] + + (random = 9) + template_task_kill_npc_4_title_tribe_9 [$f.mda$ $f.member$ ont besoin de quelqu'un pour tuer des $target.member$ dans $region$] + + template_task_kill_npc_4_title_tribe_10 [$f.mda$ $f.member$ ont besoin de quelqu'un pour combattre les $target.member$ dans $region$] +} + +//-------------------------------------- Intro texts-------------------------------------------------- + +TEMPLATE_TASK_KILL_NPC_INTRO_BANDIT (bot giver, bot_name target, int qt, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_kill_npc_intro_bandit_money [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$.] + + (reward > 0 & timelimit > 0) + template_task_kill_npc_intro_bandit_money_timed [Eliminez $qt$ membres de $target$, des bandits notoires, je vous paierai $reward$ dappers.\nMais faites vite car c'est très urgent !] + + (timelimit > 0) + template_task_kill_npc_intro_bandit_fame_timed [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais faites vite, car c'est très urgent.] + + template_task_kill_npc_intro_bandit_fame [Eliminez $qt$ membres de $target$, des bandits notoires, $f.mda$ $f.member$ vous en seront reconnaissants.] +} + +TEMPLATE_TASK_KILL_NPC_OBJECTIVE_BANDIT_1 (bot_name target, int qt, int random, faction f) +{ + template_task_kill_npc_objective_bandit_1 [Kill $qt$ $target$.] +} + +TEMPLATE_TASK_KILL_NPC_INTRO_TRIBE (bot giver, faction target, int qt, int reward, int timelimit, int random, faction f) +{ + (reward > 0 & timelimit = 0) + template_task_kill_npc_intro_tribe_money [Eliminez $qt$ $target.member$, une tribu ennemie et je vous paierai $reward$ dappers.] + + (reward > 0 & timelimit > 0) + template_task_kill_npc_intro_tribe_money_timed [Eliminez $qt$ $target.member$, une tribu ennemie, je vous paierai $reward$ dappers.\nMais ne traînez pas car c'est très urgent!] + + (timelimit > 0) + template_task_kill_npc_intro_tribe_fame_timed [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.\nMais ne traînez pas car c'est très urgent!] + + template_task_kill_npc_intro_tribe_fame [Eliminez $qt$ $target.member$, une tribu ennemie, $f.mda$ $f.member$ vous en seront reconnaissants.] +} diff --git a/translation/work/phrases/mission_test_wk.txt b/translation/work/phrases/mission_test_wk.txt new file mode 100644 index 0000000..3689837 --- /dev/null +++ b/translation/work/phrases/mission_test_wk.txt @@ -0,0 +1,401 @@ +///////////// tests + + + +////TEST 1 +TEST_1_TITLE (bot b1, bot b2, player p ) +{ + [TEST1 : mission de test de titres / description : Salut $p$, je suis $b1$ ( je suis aussi le mission_giver : $b2$ ). ] +} + +TEST_1_DESC ( bot dummy, item i, place p, skill s, race r, sbrick sb, faction f, bot b, creature_model cm, sphrase sp ) +{ + [ 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 "$sp$"] +} + +TEST_1_TALK_TO ( bot b, player p ) +{ + [Hey $b$! Je suis $p$. Je veux te parler.] +} + +////TEST 2 +TEST_2_TITLE (bot b) +{ + [TEST2 : jump /failure /end ] +} + +TEST_2_DESC (bot dummy) +{ + [TEST2 : ooo/ any /jump /failure /end ] +} + +TEST_2_TALK_TO_1 () +{ + [Il faut dire les 3 phrases pour avancer. 1ere phrase] +} + +TEST_2_TALK_TO_2 () +{ + [Il faut dire les 3 phrases pour avancer. 2eme phrase] +} + +TEST_2_TALK_TO_3 () +{ + [Il faut dire les 3 phrases pour avancer. 3eme phrase] +} + + +TEST_2_TALK_TO_4 () +{ + [Il faut dire une des 3 phrases pour avancer. 1ere phrase] +} + +TEST_2_TALK_TO_5 () +{ + [Il faut dire une des 3 phrases pour avancer. 2eme phrase] +} + +TEST_2_TALK_TO_6 () +{ + [Il faut dire une des 3 phrases pour avancer. 3eme phrase] +} + +TEST_2_TALK_TO_7 () +{ + [retour au debut de la mission] +} + +TEST_2_TALK_TO_8 () +{ + [retour juste apres la premiere etape ( apres avoir dit les 3 phrases )] +} + +TEST_2_TALK_TO_9 () +{ + [dire ceci permet de ne jamais échoué dans la mission mais de la recommencer en cas d'echec] +} + +TEST_2_TALK_TO_10 () +{ + [echec de la mission] +} + +TEST_2_TALK_TO_11 () +{ + [succes de la mission] +} + +////TEST 3 +TEST_3_AUTO () +{ + [test de mission auto] +} +TEST_3_BOT_1 () +{ + [cette mission ne doit pas apparaitre dans le journal. parle moi pour la finir.] +} + +TEST_3_TALK_TO_1 () +{ + [finir mission auto] +} + + +////TEST 4 +TEST_4_TITLE (bot b) +{ + [TEST4 : kill / target ] +} + +TEST_4_DESC (bot dummy) +{ + [Mission faite pour tester les objectifs de target / kill] +} + +TEST_4_KILL_GROUP () +{ + [ kill people in the group nearby ( green seed tribe ) ] +} + + +////TEST 5 +TEST_5_TITLE (bot b) +{ + [TEST5 : misc objectives 1] +} + +TEST_5_DESC (bot dummy) +{ + [ Mission faite pour tester des objectifs gnraux ] +} + +TEST_5_MISSION_DONE () +{ + [ Complete the auto mission ] +} + +////TEST 6 +TEST_6_TITLE (bot b) +{ + [TEST6 : misc objectives 2] +} + +TEST_6_DESC (bot dummy) +{ + [ Mission faite pour tester des objectifs gnraux ] +} + +TEST_6_TALK_TO () +{ + [Test de talk to pour la mission TEST 6] +} + + +////TEST 7 +TEST_7_TITLE (bot b) +{ + [TEST7 : misc actions] +} + +TEST_7_NEXT () +{ + [TEST7 : tester l'action suivante] +} + +TEST_7_CHAT () +{ + [TEST7 : je te rponds] +} + +TEST_7_DESC (bot dummy) +{ + [ Mission faite pour tester les actions. A chaque fois que l'on parle au bot une nouvelle action est dclenche. 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 ] +} + + +////TEST 10 +TEST_10_TITLE (bot b) +{ + [TEST10: dyn_chat / special items] +} + +TEST_10_DESC (bot dummy) +{ + [ Mission faite pour tester dyn chat , items spciaux et changement de description. Global replay timer de 300 ticks ] +} + +TEST_10_DYN () +{ + [ Choisis une rponse il y en a 3 ] +} +TEST_10_A1 () +{ + [ retour au dbut de la mission(1) ] +} +TEST_10_A2 () +{ + [ retour au dbut de la mission(2) ] +} +TEST_10_A3() +{ + [ fin de la mission.] +} + +TEST_10_B1 () +{ + [ retour au dbut de la mission(1) ] +} +TEST_10_B2 () +{ + [ Changement du texte de descriptionretour au dbut de la mission(2) ] +} +TEST_10_B3() +{ + [On recoit un item avec les proprits suivantes Attention : l'item a un nom custom: \nfiche : icmm2sa.sitem \n qualit : 16\n Durability : 1 \n Speed 10; \n Range 0.9 \n enchantement\n abm_ml_fire_00140\n ] +} + +TEST_10_DESC_NEW( bot b) +{ + [$b$ est content : ceci est la nouvelle description.] +} + +TEST_10_ITEM () +{ + [Hache de la mort.] +} + + + +////TEST 11 +TEST_11_TITLE (bot b) +{ + [TEST11 : temporalit] +} + +TEST_11_DESC (bot dummy) +{ + [ On ne peut remplir le premier objectif que l't de 17h30 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 chec au bout de 20 secondes ] +} + +TEST_11_TALK_TO_1 () +{ + [ enleve contrainte de temps / saison ] +} + +TEST_11_TALK_TO_2 () +{ + [ apres il reste 20 secondes pour accomplir la mission sinon echec ] +} + +TEST_11_TALK_TO_3 () +{ + [ success de mission 11 ] +} + +////TEST 12 +TEST_12_TITLE (bot b) +{ + [TEST112 : conditions / teleportation / ojectif cach / compass] +} + +TEST_12_DESC (bot dummy) +{ + [ au moment ou on prend la missionon a des messages sur l'tat 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 ] +} + +TEST12_HIDE_OBJ () +{ + [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] +} + +TEST_12_TALK_TO_1 () +{ + [ activer les teleports et le compass ] +} + +TEST_12_TALK_TO_2 () +{ + [ finir mission 12 ] +} + + +TEST12_BRICK ( sbrick b ) +{ + [ vous possedez $b$ ] +} + +TEST12_PAS_BRICK ( sbrick b ) +{ + [ vous ne possedez pas $b$ ] +} + + +TEST12_PAS_MISSION () +{ + [ vous n'avez pas fait la mission auto ] +} + +TEST12_MISSION () +{ + [ vous n'avez pas fait la mission auto ] +} + +TEST12_SKILL (skill s, int i) +{ + [ vous avez $s$ au moins $i$ ] +} + + +TEST12_PAS_SKILL (skill s, int i) +{ + [ vous n'avez pas $s$ au moins $i$ ] +} + + + +////TEST 13 +TEST_13_TITLE (bot b) +{ + [TEST13 : inside / outside places] +} + +TEST_13_DESC (bot dummy, int i, int ql, int qu, item it) +{ + [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 qualit $ql$ = $i$ dappers ] +} + +TEST_13_TALK_TO_1 () +{ + [TEST 13 : cansel inside, trigger outside] +} + +TEST_13_TALK_TO_2 () +{ + [TEST 13 : cancel outside] +} + +TEST_13_TALK_TO_3 () +{ + [TEST 13 : fin] +} + + +////TEST 14 +TEST_14_TITLE (bot b) +{ + [TEST14 : Newbie mission] +} + +TEST_14_DESC (bot dummy, int i, int ql, int qu, item it) +{ + [mission assigne tout nouveau personnage] +} + +TEST_14_TALK_TO_1 () +{ + [TEST 14 : end] +} + + + +////TEST 15 +TEST_15_TITLE (bot b) +{ + [TEST15 : missions chaines.] +} + +TEST_15_DESC (bot dummy, int i, int ql, int qu, item it) +{ + [parler au bot pour acqurir automatiquement une mission. Lui reparler pour acqurir une autre mission et arreter cette mission] +} + +TEST_15_TALK_TO_1 () +{ + [TEST 15 : spawner une autre mission] +} + +TEST_15_TALK_TO_2 () +{ + [TEST 15 : spawner une autre mission et russir celle ci] +} + +SPAWN_MISSION_TITLE(bot b) +{ + [SPAWN mission] +} +SPAWN_MISSION_DESC(bot b) +{ + [SPAWN mission] +} + +CHAIN_MISSION_TITLE(bot dummy) +{ + [CHAINED mission] +} + +CHAIN_MISSION_DESC(bot dummy) +{ + [CHAINED mission] +} + + diff --git a/translation/work/phrases/named_items_wk.txt b/translation/work/phrases/named_items_wk.txt new file mode 100644 index 0000000..e9907cb --- /dev/null +++ b/translation/work/phrases/named_items_wk.txt @@ -0,0 +1,6 @@ +// Named Items + +ranger_vest_noob() +{ + [Ranger Vest] +} diff --git a/translation/work/phrases/nbland_missions_wk.txt b/translation/work/phrases/nbland_missions_wk.txt new file mode 100644 index 0000000..a8baa06 --- /dev/null +++ b/translation/work/phrases/nbland_missions_wk.txt @@ -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!] +} diff --git a/translation/work/phrases/phrase_animal_wk.txt b/translation/work/phrases/phrase_animal_wk.txt new file mode 100644 index 0000000..5e83d9f --- /dev/null +++ b/translation/work/phrases/phrase_animal_wk.txt @@ -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 changer un animal sur lequel vous tes mont.] +} + +ANIMAL_INVENTORY_INACCESSIBLE(int number) +{ + [&SYS&Votre animal #$number$ est trop loin pour que vous puissiez acceder son inventaire.] +} + +ANIMAL_DEAD (int number) +{ + [&SYS&Votre animal #$number$ vient de mourir, vous avez trois jours pour recuprer les items qui sont dans son inventaire avant qu'il ne disparaisse par pourrissement.] +} + +ANIMAL_DISEAPER (int number) +{ + [&SYS&Votre animal #$number$ disparu car cela fait trois jour qu'il est mort, tout ce qu'il contenait encore dans son inventaire 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.] +} diff --git a/translation/work/phrases/phrase_combat_wk.txt b/translation/work/phrases/phrase_combat_wk.txt new file mode 100644 index 0000000..3a9b191 --- /dev/null +++ b/translation/work/phrases/phrase_combat_wk.txt @@ -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 dgts.] + + (maxDamage = 0 & damage = 1) + combat_actor_hit_self_1 [&DG&Vous vous blessez, infligeant 1 point de dgts.] + + (maxDamage = 0 & damage = 0) + combat_actor_hit_self_0 [&DG&Vous vous blessez mais n'infligez pas de dgts.] + + (damage>1) + combat_actor_hit_self_pm [&DG&Vous vous blessez, infligeant $damage$ ($maxDamage$) points de dgts.] + + (damage=1) + combat_actor_hit_self_1m [&DG&Vous vous blessez, infligeant 1 ($maxDamage$) point de dgts.] + + (damage=0) + combat_actor_hit_self_0m [&DG&Vous vous blessez mais n'infligez pas de dgts ($maxDamage$).] +} + +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 rat $e.da$ $e$.] +} + +COMBAT_MISS_DEFENDER(entity e) +{ + combat_parry_defender [&MIS&$e.da$ $e$ vous a rat.] +} + +COMBAT_MISS_SPECTATOR(entity actor, entity defender) +{ + combat_parry_spectator [&SYS&$actor.ia$ $actor$ a rat $defender.ia$ $defender$.] +} + +// 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.] +} + diff --git a/translation/work/phrases/phrase_craft_wk.txt b/translation/work/phrases/phrase_craft_wk.txt new file mode 100644 index 0000000..dc9501e --- /dev/null +++ b/translation/work/phrases/phrase_craft_wk.txt @@ -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 matires premires selectionnes n'ont pu tre trouves dans le bag! l'action de craft est annule!] +} +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!] +} diff --git a/translation/work/phrases/phrase_death_wk.txt b/translation/work/phrases/phrase_death_wk.txt new file mode 100644 index 0000000..7dd059d --- /dev/null +++ b/translation/work/phrases/phrase_death_wk.txt @@ -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.] +} + diff --git a/translation/work/phrases/phrase_effect_wk.txt b/translation/work/phrases/phrase_effect_wk.txt new file mode 100644 index 0000000..2c07a67 --- /dev/null +++ b/translation/work/phrases/phrase_effect_wk.txt @@ -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 mme.] +} +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-mme.] + (p.gender = female) + effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ s'est ralentit elle-mme.] +} +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-mme.] + (b.gender = female) + effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est ralentit elle-mme.] +} +EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE(creature c) +{ + effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est ralentit lui-mme.] +} + +/** + * 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 comptences de combat.] +} +EFFECT_DEBUFF_COMBAT_BEGIN_TARGET(entity e) +{ + effect_debuff_combat_begin_target [&SPL&Vous souffrez maintenant d'un malus sur vos comptences 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 comptences 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 comptences de combat.] +} +EFFECT_DEBUFF_COMBAT_END_TARGET() +{ + effect_debuff_combat_end_target [&SPL&Vous n'avez plus de malus sur vos comptences 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 comptences de combat.] +} + +EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR() +{ + effect_debuff_combat_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus sur vos comptences 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 comptences de combat.] + (p.gender = female) + effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus sur ses comptences 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 comptences de combat.] + (b.gender = female) + effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses comptences 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 comptences 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 dfense.] +} +EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET(entity e) +{ + effect_debuff_defense_begin_target [&SPL&Vous souffrez maintenant d'un malus en dfense.] +} +EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS(entity creator, entity target) +{ + effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en dfense.] +} + +EFFECT_DEBUFF_DEFENSE_END_CREATOR(entity e) +{ + effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en dfense.] +} +EFFECT_DEBUFF_DEFENSE_END_TARGET() +{ + effect_debuff_defense_end_target [&SPL&Vous n'avez plus de malus en dfense.] +} +EFFECT_DEBUFF_DEFENSE_END_SPECTATORS(entity e) +{ + effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en dfense.] +} + +EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR() +{ + effect_debuff_defense_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus en dfense.] +} +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 dfense.] + (p.gender = female) + effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en dfense.] +} +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 dfense.] + (b.gender = female) + effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en dfense.] +} +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 dfense.] +} + +/** + * 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 paralys par la peur et ne peut plus agir.] +} +EFFECT_FEAR_BEGIN_TARGET(entity e) +{ + effect_fear_begin_target [&SPL&$e.da$ $e$ vous a terroris, 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 terroris 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 terroris et ne peut plus agir.] + (p.gender = female) + effect_fear_self_begin_spectator_player_f [&SYS&$p$ est terroris 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 terroris et ne peut plus agir.] + (b.gender = female) + effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est terroris et ne peut plus agir.] +} +EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE(creature c) +{ + effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ est terroris 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 invulnrable mais ne peut plus utiliser d'action.] +} +EFFECT_INVULNERABILITY_BEGIN_TARGET(entity e) +{ + effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ vous a rendu invulnrable 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 $target.da$ $target$ invulnrable qui ne peut plus utiliser d'action.] +} + +EFFECT_INVULNERABILITY_END_CREATOR(entity e) +{ + effect_invulnerability_end_creator [&SYS&$e.da$ $e$ n'est plus invulnrable et peut a nouveau agir.] +} +EFFECT_INVULNERABILITY_END_TARGET() +{ + effect_invulnerability_end_target [&SPLM&Vous n'etes plus invulnrable et pouvez a nouveau agir.] +} +EFFECT_INVULNERABILITY_END_SPECTATORS(entity e) +{ + effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ n'est plus invulnrable et peut a nouveau agir.] +} + +EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR() +{ + effect_invulnerability_self_begin_actor [&SPLM&Vous etes invulnrable 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 invulnrable mais ne peut plus utiliser d'action.] + (p.gender = female) + effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ est invulnrable 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 invulnrable mais ne peut plus utiliser d'action.] + (b.gender = female) + effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est invulnrable 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 invulnrable 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 t 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 lanant 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 lanant 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 lanant 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 lanant 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 lanant 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.] +} diff --git a/translation/work/phrases/phrase_enchantment_wk.txt b/translation/work/phrases/phrase_enchantment_wk.txt new file mode 100644 index 0000000..6af207c --- /dev/null +++ b/translation/work/phrases/phrase_enchantment_wk.txt @@ -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 $max$.] +} diff --git a/translation/work/phrases/phrase_exchange_wk.txt b/translation/work/phrases/phrase_exchange_wk.txt new file mode 100644 index 0000000..c92b6f2 --- /dev/null +++ b/translation/work/phrases/phrase_exchange_wk.txt @@ -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 tre chang entre serveurs.] +} + +OPS_EXCHANGE_IMPOSSIBLE () +{ + [&CHK&You can't invite someone to exchange if you are already trading] +} diff --git a/translation/work/phrases/phrase_faction_wk.txt b/translation/work/phrases/phrase_faction_wk.txt new file mode 100644 index 0000000..3fe08ea --- /dev/null +++ b/translation/work/phrases/phrase_faction_wk.txt @@ -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 ncessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.] + (m > 1) + faction_points_cannot_gain_yet_xm [&XP&$m$ minutes sont ncessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.] + (s = 1) + faction_points_cannot_gain_yet_1s [&XP&1 seconde est ncessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.] + + faction_points_cannot_gain_yet_xs [&XP&$s$ secondes sont ncessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.] +} diff --git a/translation/work/phrases/phrase_fame_wk.txt b/translation/work/phrases/phrase_fame_wk.txt new file mode 100644 index 0000000..9cf85af --- /dev/null +++ b/translation/work/phrases/phrase_fame_wk.txt @@ -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 rputation 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.] +} diff --git a/translation/work/phrases/phrase_forage_wk.txt b/translation/work/phrases/phrase_forage_wk.txt new file mode 100644 index 0000000..bfc9da6 --- /dev/null +++ b/translation/work/phrases/phrase_forage_wk.txt @@ -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.] +} + + diff --git a/translation/work/phrases/phrase_guild_wk.txt b/translation/work/phrases/phrase_guild_wk.txt new file mode 100644 index 0000000..c0c77dd --- /dev/null +++ b/translation/work/phrases/phrase_guild_wk.txt @@ -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'tes 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 russi crer 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 chass $b$ de votre guilde.] +} +GUILD_QUIT(player a) +{ + [&AROUND&$a$ a quitt 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 dj 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' partir du teritoire du jeu, hors vous tes 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 tre dans le btiment ou prt d'un avant poste de votre guilde pour pouvoir accder son inventaire.] +} + +GUILD_GAIN_CHARGE_POINT (int points) +{ + [&SYS&Your guild gained $points$ charge points] +} + +GUILD_XP_GAIN () +{ + [&XP&Your guild gained experience points] +} diff --git a/translation/work/phrases/phrase_inventory_wk.txt b/translation/work/phrases/phrase_inventory_wk.txt new file mode 100644 index 0000000..806dd5a --- /dev/null +++ b/translation/work/phrases/phrase_inventory_wk.txt @@ -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 refus, $service.da$ $service$ n'est plus disponible.] +} + +ITEM_SERVICE_CONSUMED(item service) +{ + [&ITM&$service.da$ $service$ a t consomm.] +} + +//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 allgeance ou votre niveau de renomme ne vous permet pas d'avoir accs aux pactes de cet autel.] +} + diff --git a/translation/work/phrases/phrase_lift_wk.txt b/translation/work/phrases/phrase_lift_wk.txt new file mode 100644 index 0000000..1f8b642 --- /dev/null +++ b/translation/work/phrases/phrase_lift_wk.txt @@ -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$$exit$$] +} diff --git a/translation/work/phrases/phrase_loot_wk.txt b/translation/work/phrases/phrase_loot_wk.txt new file mode 100644 index 0000000..54ad3fd --- /dev/null +++ b/translation/work/phrases/phrase_loot_wk.txt @@ -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 dpecer 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.] +} + diff --git a/translation/work/phrases/phrase_magic_wk.txt b/translation/work/phrases/phrase_magic_wk.txt new file mode 100644 index 0000000..889de9b --- /dev/null +++ b/translation/work/phrases/phrase_magic_wk.txt @@ -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 $target$] +} diff --git a/translation/work/phrases/phrase_mission_wk.txt b/translation/work/phrases/phrase_mission_wk.txt new file mode 100644 index 0000000..fa7eea9 --- /dev/null +++ b/translation/work/phrases/phrase_mission_wk.txt @@ -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 $str$ ?] +} diff --git a/translation/work/phrases/phrase_outpost_wk.txt b/translation/work/phrases/phrase_outpost_wk.txt new file mode 100644 index 0000000..316f76b --- /dev/null +++ b/translation/work/phrases/phrase_outpost_wk.txt @@ -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 dernire 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 t rejete car une autre action tait en cours.] +} + +OUTPOST_EDITING_CONCURRENCY_ISSUE(player p) +{ + [&CHK&$p$ est en train d'diter l'avant-poste, ressayez dans un moment.] +} + +OUTPOST_NO_MORE_IN_CONFLICT() +{ + [&SYS&Vous n'tes plus engag dans un conflit d'outpost.] +} + +OUTPOST_IN_CONFLICT() +{ + [&SYS&Vous participez au conflit sur cet outpost.] +} + +OUTPOST_CANT_PARTICIPATE() +{ + [&CHK&Vous tes banni de cet outpost, vous ne pouvez pas participer au conflit en cours.] +} + +OUTPOST_CANT_PARTICIPATE_ATTACK() +{ + [&CHK&Vous tes banni de cet outpost, vous ne pouvez pas participer l'attaque en cours.] +} + +OUTPOST_CANT_PARTICIPATE_DEFENSE() +{ + [&CHK&Vous tes banni de cet outpost, vous ne pouvez pas participer la defense de celui-ci.] +} + +OUTPOST_PLAYER_BANISHED_ATTACK() +{ + [&SYS&Vous venez d'tre banni de l'attack de cet outpost.] +} + +OUTPOST_PLAYER_BANISHED_DEFENSE() +{ + [&SYS&Vous venez d'tre banni de la defense de cet outpost.] +} + +OUTPOST_GUILD_BANISHED_ATTACK() +{ + [&SYS&Votre guilde vient d'tre banni de l'attaque de cet outpost.] +} + +OUTPOST_GUILD_BANISHED_DEFENSE() +{ + [&SYS&Votre guilde vient d'tre banni de la defense de cet outpost.] +} + +OUTPOST_CANNOT_BUY_SQUADS_A(int n) +{ + [&CHK&$n$ escouades n'ont pas pu tre achetes et ont t remplaces par des gratuites.] +} + +OUTPOST_CANNOT_BUY_SQUADS_B() +{ + [&CHK&L'escouade n'a pas pu tre achete et a t remplace par une gratuite.] +} + +// Si pas d'erreur inutile de le prciser ( 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 ncessaire 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 anciennet suffisante pour dfier cet avant-poste. Le niveau requis ainsi que l'anciennet dpendent 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 dj l'objet d'une attaque.] +} + +OUTPOST_ERROR_ALREADY_OWNED() +{ + [Vous possdez dj cet outpost.] +} + +OUTPOST_ERROR_TIME_PERIOD_ESTIMATION_CHANGED() +{ + [La priode d'attaque estime a chang depuis l'ouverture de la fentre.] +} + +OUTPOST_ERROR_TOO_MANY_GUILD_OUTPOSTS() +{ + [Votre guilde ne peut pas acqurir 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 tre 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 gagn 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 gagn 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 chou, vous conservez le contrle de l'outpost.] + (side = 1) + [L'attaque de l'avant-poste $o.name$ a chou, votre tentive de prise de l'outpost a chou.] + [L'attaque de l'outpost a chou.] +} +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 russi, prparez vous pour la phase de dfense.] + (guild_owner = 0 and side = 1) + [L'attaque de l'avant-poste $o.name$ a russi, vous allez gagner le contrle de l'outpost.] + [L'attaque de l'outpost a russi.] +} +OUTPOST_BCP_DEFENSE_FAILED_TITLE(outpost o, int side) +{ + (side = 0) + [Echec !] + (side = 1) + [Victoire !] + [Fin de la dfense] +} +OUTPOST_BCP_DEFENSE_FAILED(outpost o, int side) +{ + (side = 0) + [La dfense de l'avant-poste $o.name$ a chou, vous allez perdre le contrle de l'outpost.] + (side = 1) + [La dfense de l'avant-poste $o.name$ a chou, vous allez gagner le contrle de l'outpost.] + [La dfense de l'outpost a chou.] +} +OUTPOST_BCP_DEFENSE_SUCEEDED_TITLE(outpost o, int side) +{ + (side = 0) + [Victoire !] + (side = 1) + [Echec !] + [Fin de la dfense] +} +OUTPOST_BCP_DEFENSE_SUCEEDED(outpost o, int side) +{ + (side = 0) + [La dfense de l'avant-poste $o.name$ a russi, vous conservez le contrle de l'outpost.] + (side = 1) + [La dfense de l'avant-poste $o.name$ a russi, votre tentive de prise de l'outpost a chou.] + [La dfense de l'outpost a russi.] +} +OUTPOST_BCP_ATTACK_ROUNDS_TITLE(outpost o, int side) +{ + [Dbut de la priode d'attaque] +} +OUTPOST_BCP_ATTACK_ROUNDS(outpost o, int side) +{ + (side = 0) + [La priode d'attaque contre votre avant-poste $o.name$ a commenc !] + [La priode d'attaque contre l'avant-poste $o.name$ a commenc !] +} +OUTPOST_BCP_DEFENSE_ROUNDS_TITLE(outpost o, int side) +{ + [Dbut de la priode de dfense] +} +OUTPOST_BCP_DEFENSE_ROUNDS(outpost o, int side) +{ + (side = 0) + [La priode de dfense de votre avant-poste $o.name$ a commenc !] + [La priode de dfense de l'avant-poste $o.name$ a commenc !] +} +OUTPOST_BCP_WAR_DECLARED_TITLE(outpost o, int side) +{ + [La guerre est dclare] +} +OUTPOST_BCP_WAR_DECLARED(outpost o, int side) +{ + (side = 0) + [La guerre est dclare sur votre avant-poste $o.name$.] + [Votre guilde a dclar la guerre l'avant-poste $o.name$.] +} diff --git a/translation/work/phrases/phrase_power_wk.txt b/translation/work/phrases/phrase_power_wk.txt new file mode 100644 index 0000000..a5d1004 --- /dev/null +++ b/translation/work/phrases/phrase_power_wk.txt @@ -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.] +} diff --git a/translation/work/phrases/phrase_pvp_wk.txt b/translation/work/phrases/phrase_pvp_wk.txt new file mode 100644 index 0000000..ed099f0 --- /dev/null +++ b/translation/work/phrases/phrase_pvp_wk.txt @@ -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 expir.] +} + +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 impliqu dans un conflit PVP qui ne vous concerne pas.] +} + +PVP_CANT_HELP_UNKNOWN() +{ + [&CHKCB&Vous ne pouvez pas aider cette entit.] +} + +PVP_CANT_ATTACK_ALLY() +{ + [&CHKCB&Vous ne pouvez pas attaquer votre alli.] +} + +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 t impliqu dans des actions de PVP faction recement.] +} + +PVP_TP_ENEMY_REGION_FORBIDEN() +{ + [&CHK&Vous ne pouvez pas vous teleporter dans une region controle par une faction enemie.] +} + +CHARACTER_MADE_THE_FINAL_BLOW(player p) +{ + [Vous avez port le coup fatal au personnage joueur $p$.] +} + +PVP_FLAG_ALREADY_IN_THIS_MODE( int i ) +{ + (i = 0) + [&CHK&Vous avez dj dsactiv votre tag pvp.] + (i != 0) + [&CHK&Vous avez dj activ votre tag pvp.] +} + +PVP_FLAG_WAIT_FOR_TIMER( int i ) +{ + (i = 0) + [&CHK&Vous avez dj demand desactiver votre tag pvp, vous devez attendre la fin du timer pour que ce soit effectif.] + (i != 0) + [&CHK&Vous avez dj demand 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 tre tagg PVP sans avoir dclar une allegeance au pralable.] +} + +PVP_FLAG_RESET_TAG_MINIMAL_TIME( time totalTimer, time timerLeft ) +{ + [&CHK&Vous ne pouvez pas enlever votre tag PvP car il t activ 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 $f$ apparatra dans $region_name.da$ $region_name$ dans $m$ minutes $s$ secondes.] + (s = 0) + [&ZON&Une spire $f$ apparatra 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 $region_name.da$ $region_name$. Dsormais la faction $f$ domine $region_name.da$ $region_name$ et a recrut des gardiens pour veiller sur sa spire.] + (audience = 1) //channel faction + [&SYS&Une spire $f$ est apparue dans $region_name.da$ $region_name$. Dsormais la faction $f$ domine $region_name.da$ $region_name$ et a recrut 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 t dtruite dans $region_name.da$ $region_name$. Dsormais la faction $f$ ne domine plus $region_name.da$ $region_name$.] + (audience = 1) // channel faction + [&SYS&Une spire $f$ a t dtruite dans $region_name.da$ $region_name$. Dsormais 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 tre invoque sur ce socle par votre faction avant $m$ minutes $s$ seconds.] + (m = 0) + [&CHK&Une nouvelle spire ne peut tre invoque 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 dtruit 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 attaque !.] +} + + +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.] +} diff --git a/translation/work/phrases/phrase_ring_wk.txt b/translation/work/phrases/phrase_ring_wk.txt new file mode 100644 index 0000000..3131617 --- /dev/null +++ b/translation/work/phrases/phrase_ring_wk.txt @@ -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] +} diff --git a/translation/work/phrases/phrase_sphrase_wk.txt b/translation/work/phrases/phrase_sphrase_wk.txt new file mode 100644 index 0000000..969c116 --- /dev/null +++ b/translation/work/phrases/phrase_sphrase_wk.txt @@ -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.] +} diff --git a/translation/work/phrases/phrase_target_wk.txt b/translation/work/phrases/phrase_target_wk.txt new file mode 100644 index 0000000..c14ad02 --- /dev/null +++ b/translation/work/phrases/phrase_target_wk.txt @@ -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.] +} diff --git a/translation/work/phrases/phrase_team_wk.txt b/translation/work/phrases/phrase_team_wk.txt new file mode 100644 index 0000000..e9c87da --- /dev/null +++ b/translation/work/phrases/phrase_team_wk.txt @@ -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 attaqu $v$ 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 attaqu $v$, un enemie de sa faction. $a$ ne peut pas rester dans la mme team que $v$.] +} +TEAM_PVP_HELPER_KICKED_YOU(player v) +{ + [&SYS& Vous avez aid $v$, un alli 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 aid $v$, un alli 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] +} diff --git a/translation/work/phrases/phrase_test_wk.txt b/translation/work/phrases/phrase_test_wk.txt new file mode 100644 index 0000000..1f9376d --- /dev/null +++ b/translation/work/phrases/phrase_test_wk.txt @@ -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.] +} + diff --git a/translation/work/phrases/phrase_wk.txt b/translation/work/phrases/phrase_wk.txt new file mode 100644 index 0000000..80e47fa --- /dev/null +++ b/translation/work/phrases/phrase_wk.txt @@ -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&$p$.] +} +WHO_GM_LIST( player p ) +{ + [&SYS&$p$.] +} +WHO_VG_LIST( player p ) +{ + [&SYS&$p$.] +} +WHO_SG_LIST( player p ) +{ + [&SYS&$p$.] +} +WHO_G_LIST( player p ) +{ + [&SYS&$p$.] +} + +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& Invalid command target.] +} + +CSR_PENDING_CHARACTER_LOG () +{ + [&SYS& Target not found, your command are fowarded to pending system for later execution when your target are login.] +} + +CSR_NOT_SUMMONED () +{ + [&CHK& command target was not previously summoned.] +} + +CSR_NAME_EXISTS () +{ + [&CHK& new name already attributed. Please try another one.] +} + +CSR_BAD_GUILD () +{ + [&CHK& Invalid guild.] +} + +CSR_NOT_ATTACKABLE () +{ + [&CHK& 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&$p$ 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&$p$ is not rooted.] +} + +CSR_HAS_MISSION () +{ + [&CHK&Cant monitor another player mission if you have a mission.] +} + +CSR_BAD_MISSION () +{ + [&CHK&The chosen mission is invalid.] +} + +CSR_BAD_RIGHTS() +{ + [&CHK&You dont have the right to affect this player.] +} + +CSR_BAD_NAME() +{ + [&CHK&The name you are trying to assign to this player is invalid or is already taken.] +} + +CSR_UNKNOWN_PLAYER (literal p) +{ + [&CHK& Unknown player: $p$.] +} + +CSR_OFFLINE_PLAYER (literal p) +{ + [&CHK& $p$ is offline.] +} + +CSR_GUILD_NOT_MEMBER (literal p, string_id guild) +{ + [&CHK& $p$ is not a member of the guild '$guild$'.] +} + +CSR_GUILD_UNKNOWN_GRADE () +{ + [&CHK& Unknown grade.] +} + +CSR_GUILD_ALREADY_HAS_GRADE (literal p) +{ + [&CHK& $p$ already has this grade.] +} + +CSR_GUILD_MAX_GRADE_COUNT (int i) +{ + [&CHK& Maximum count for this grade ($i$) has been reached.] +} + +CSR_GUILD_ALREADY_MEMBER (player p) +{ + [&CHK& $p$ 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& $p$: $grade$.] +} + +CSR_START_EVENT (literal e) +{ + [&SYS& event '$e$' has been started.] +} + +CSR_STOP_EVENT (literal e) +{ + [&SYS& event '$e$' has been stoped.] +} + +CSR_CLEAR_EVENT_FACTION (player p) +{ + [&SYS& $p$ now has no event faction.] +} + +CSR_GET_EVENT_FACTION (player p, event_faction ef) +{ + [&SYS& $p$ is in event faction '$ef$'.] +} + +CSR_UNKNOWN_RESPAWN_POINT () +{ + [&CHK& 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 !] +} diff --git a/translation/work/phrases/phrase_xpgain_wk.txt b/translation/work/phrases/phrase_xpgain_wk.txt new file mode 100644 index 0000000..b60702d --- /dev/null +++ b/translation/work/phrases/phrase_xpgain_wk.txt @@ -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.] +} diff --git a/translation/work/phrases/phrase_zone_wk.txt b/translation/work/phrases/phrase_zone_wk.txt new file mode 100644 index 0000000..8f5b9af --- /dev/null +++ b/translation/work/phrases/phrase_zone_wk.txt @@ -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 dune rgion neutre.] +} + +EGS_LEAVE_FACTION_REGION(place region_name, faction f) +{ + [&ZON&Vous quittez $region_name.da$ $region_name$. Vous sortez dune rgion domine 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 tes dans $region_name.da$ $region_name$. Cette rgion est neutre.] +} + +EGS_ENTER_FACTION_REGION(place region_name, faction f) +{ + [&ZON&Vous tes dans $region_name.da$ $region_name$. Cette rgion est domine 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 $cont$.] +} diff --git a/translation/work/phrases/rites/phrase_rites_wk.txt b/translation/work/phrases/rites/phrase_rites_wk.txt new file mode 100644 index 0000000..4669284 --- /dev/null +++ b/translation/work/phrases/rites/phrase_rites_wk.txt @@ -0,0 +1,2 @@ + +#include "rite_00_01_first_rite_wk.txt" diff --git a/translation/work/phrases/rites/rite_00_01_first_rite_wk.txt b/translation/work/phrases/rites/rite_00_01_first_rite_wk.txt new file mode 100644 index 0000000..a646fac --- /dev/null +++ b/translation/work/phrases/rites/rite_00_01_first_rite_wk.txt @@ -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] +} + diff --git a/translation/work/phrases/whoami_wk.txt b/translation/work/phrases/whoami_wk.txt new file mode 100644 index 0000000..63499e3 --- /dev/null +++ b/translation/work/phrases/whoami_wk.txt @@ -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!] +} diff --git a/translation/work/place_words_wk.txt b/translation/work/place_words_wk.txt new file mode 100644 index 0000000..a052088 Binary files /dev/null and b/translation/work/place_words_wk.txt differ diff --git a/translation/work/powertype_words_wk.txt b/translation/work/powertype_words_wk.txt new file mode 100644 index 0000000..64081f8 Binary files /dev/null and b/translation/work/powertype_words_wk.txt differ diff --git a/translation/work/race_words_wk.txt b/translation/work/race_words_wk.txt new file mode 100644 index 0000000..271b8b7 Binary files /dev/null and b/translation/work/race_words_wk.txt differ diff --git a/translation/work/sbrick_words_wk.txt b/translation/work/sbrick_words_wk.txt new file mode 100644 index 0000000..ef796d7 Binary files /dev/null and b/translation/work/sbrick_words_wk.txt differ diff --git a/translation/work/score_words_wk.txt b/translation/work/score_words_wk.txt new file mode 100644 index 0000000..c18367b Binary files /dev/null and b/translation/work/score_words_wk.txt differ diff --git a/translation/work/skill_words_wk.txt b/translation/work/skill_words_wk.txt new file mode 100644 index 0000000..f135513 Binary files /dev/null and b/translation/work/skill_words_wk.txt differ diff --git a/translation/work/sphrase_words_wk.txt b/translation/work/sphrase_words_wk.txt new file mode 100644 index 0000000..81fcf23 Binary files /dev/null and b/translation/work/sphrase_words_wk.txt differ diff --git a/translation/work/title_words_wk.txt b/translation/work/title_words_wk.txt new file mode 100644 index 0000000..899cfc7 Binary files /dev/null and b/translation/work/title_words_wk.txt differ diff --git a/translation/work/wk.uxt b/translation/work/wk.uxt new file mode 100644 index 0000000..86bc8b9 --- /dev/null +++ b/translation/work/wk.uxt @@ -0,0 +1,6074 @@ +LanguageName [English] +TheSagaOfRyzom [Ryzom Core] +Whisper [Whisper: ] +Say [Say: ] +Shout [Shout: ] +NoCastOnMount [Impossible to cast a spell when mounted.] +NoCreateOnMount [Impossible to create a spell when mounted.] +NoTeleportOnMount [Impossible to teleport a player when mounted.] +NoMountWhenSpell [Impossible to mount when creating or casting a spell.] +PropertyNotFound [Property not found.] +uittQuitRyzom [Quit Ryzom Core] +uittQuitGame [Character Selection] +uittQuitCancel [Back to Game] +uittQuitCancelEditor [Back to Editor] +uittLaunchEditor [Scenario Editor] +uittLeaveEditor [Leave Editor] +uittOK [OK] +uittCancel [Cancel] +uiDistanceto [Distance to Compass Target] +uiRange [Range] +uittLead [Team Leader] +uittSuccessor [Team Successor] +agp_trouble [The driver has failed to allocate AGP memory. This may result in performance and display issues.\n + Do you want to know more?] +can_t_load_the_display_driver [Cannot load the display driver] +can_t_initialise_the_mouse [Cannot initialize the mouse] +can_t_initialise_the_keyboard [Cannot initialize the keyboard] +can_t_create_a_window_display [Cannot create a window display] +can_t_create_a_fullscreen_display [Cannot create a fullscreen display] +bits [bits] +___faber_skill_sep___ [--------------------------------] +Misc [Misc] +ifARMOR [Armor] +ifMELEE_WEAPON [Melee weapon] +ifRANGE_WEAPON [Range weapon] +ifAMMO [Ammo] +ifRAW_MATERIAL [Raw Material] +ifSHIELD [Shield] +ifCRAFTING_TOOL [Crafting Tool] +ifHARVEST_TOOL [Harvesting Tool] +ifTAMING_TOOL [Taming Tool] +ifTRAINING_TOOL [Training Tool] +ifAI [AI] +ifBRICK [Stanza] +ifCORPSE [Corpse] +ifCARRION [Carrion] +ifBAG [Bag] +ifSTACK [Stack] +ifLIVING_SEED [Living Seed] +ifDEAD_SEED [Dead Seed] +ifFOOD [Food] +ifJEWELRY [Jewelry] +ifTELEPORT [Teleport] +ifUNDEFINED [Undefined] +ioUnknown [Unknown] +ioCommon [Common] +ioFyros [Fyros] +ioMatis [Matis] +ioTryker [Tryker] +ioZorai [Zoraï] +ioTribe [Tribe] +ioRefugee [Refugee] +ioKaravan [Karavan] +ioKami [Kami] +atUNKNOWN [Unknown] +atHEAVY [Heavy] +atMEDIUM [Medium] +atLIGHT [Light] +wtLIGHT [Light] +wtMEDIUM [Medium] +wtHEAVY [Heavy] +wtHANDS [Hands] +wtLIGHT_GUN [Light gun] +wtMEDIUM_GUN [Medium gun] +wtHEAVY_GUN [Heavy gun] +wtUNKNOWN [Unknown] +stNONE [None] +stSMALL_SHIELD [Small shield] +stLARGE_SHIELD [Large shield] +dtSLASHING [Slashing] +dtPIERCING [Piercing] +dtBLUNT [Smashing] +dtROT [Rot] +dtACID [Acid] +dtCOLD [Cold] +dtFIRE [Fire] +dtPOISON [Poison] +dtELECTRICITY [Electricity] +dtSHOCK [Shockwave] +dtUNDEFINED [Undefined] +ecosysUnknown [Unknown] +ecosysCommonEcosystem [Common] +ecosysDesert [Desert] +ecosysForest [Forest] +ecosysLacustre [Lakes] +ecosysJungle [Jungle] +ecosysGoo [Goo] +ecosysPrimaryRoot [Prime Roots] +mpcatUndefined [Undefined] +mpcatExotic [Exotic] +mpcatFaber [Crafter] +mpcatUpgrade [Upgrade] +scoreHitPoints [Hit Points] +scoreSap [Sap] +scoreStamina [Stamina] +scoreWeight [Weight] +scoreDiseaseResist [Disease resistance] +scoreMagicResist [Magic resistance] +scoreTechnoResist [Techno resistance] +scoreImpactResist [Impact resistance] +scoreFearResist [Fear resistance] +scoreUnknown [Unknown] +bricktMAGIC [Magic] +bricktCOMBAT [Combat] +bricktFABER [Crafter] +bricktHARVEST [Ranger] +bricktTRACKING [Tracking] +bricktSHOPKEEPER [Shopkeeper] +bricktMISCELLANEOUS [Miscellaneous] +bricktUNKNOWN [Unknown] +toolNone [Unknown] +toolArmorTool [Armor Crafting Tool] +toolJewelryTool [Jewelry Crafting Tool] +toolAmmoTool [Ammo Crafting Tool] +toolRangeWeaponTool [Range Weapon Crafting Tool] +toolToolMaker [Tool Crafting Tool] +toolMeleeWeaponTool [Melee Weapon Crafting Tool] +mpftMpL [Blade] +mpftMpH [Hammer] +mpftMpP [Point] +mpftMpM [Shaft] +mpftMpG [Grip] +mpftMpC [Counterweight] +mpftMpGA [Trigger] +mpftMpPE [Firing Pin] +mpftMpCA [Barrel] +mpftMpE [Explosive] +mpftMpEN [Ammo Jacket] +mpftMpPR [Ammo Bullet] +mpftMpCR [Armor Shell] +mpftMpRI [Lining] +mpftMpRE [Stuffing] +mpftMpAT [Armor Clip] +mpftMpSU [Jewel Setting] +mpftMpED [Jewel] +mpftMpBT [Blacksmith Tool] +mpftMpPES [Pestle] +mpftMpSH [Sharpening Tool] +mpftMpTK [Tunneling Knife] +mpftMpJH [Jewelry Hammer] +mpftMpCF [Campfire] +mpftMpVE [Clothes] +mpftMpMF [Magic Focus] +mpft [Undefined Raw Material Target] +mpfqSlightly [Mediocre %p] +mpfqModerately [Average %p] +mpfq [Good %p] +mpfqQuite [Very Good %p] +mpfqExtremely [Excellent %p] +mpcolRed [Red] +mpcolBeige [Beige] +mpcolGreen [Green] +mpcolTurquoise [Turquoise] +mpcolBlue [Blue] +mpcolPurple [Purple] +mpcolWhite [White] +mpcolBlack [Black] +mpsapload0 [Low] +mpsapload1 [Medium] +mpsapload2 [High] +mpsapload3 [Very High] +mpstat0 [Durability] +mpstat1 [Lightness] +mpstat2 [Sap Load] +mpstat3 [Damage] +mpstat4 [Speed] +mpstat5 [Range] +mpstat6 [Dodge Modifier] +mpstat7 [Parry Modifier] +mpstat8 [Adversary Dodge Modifier] +mpstat9 [Adversary Parry Modifier] +mpstat10 [Protection Factor] +mpstat11 [Max. Slashing Protection] +mpstat12 [Max. Smashing Protection] +mpstat13 [Max. Piercing Protection] +mpstat14 [Acid Protection] +mpstat15 [Cold Protection] +mpstat16 [Rot Protection] +mpstat17 [Fire Protection] +mpstat18 [Shockwave Protection] +mpstat19 [Poison Protection] +mpstat20 [Electricity Protection] +mpstat21 [Desert Resistance] +mpstat22 [Forest Resistance] +mpstat23 [Lakes Resistance] +mpstat24 [Jungle Resistance] +mpstat25 [Prime Roots Resistance] +mpstat26 [Elemental Cast Speed] +mpstat27 [Elemental Power] +mpstat28 [Off. Affliction Cast Speed] +mpstat29 [Off. Affliction Power] +mpstat30 [Def. Affliction Cast Speed] +mpstat31 [Def. Affliction Power] +mpstat32 [Healing Cast Speed] +mpstat33 [Healing Power] +mpstatItemQualifier0 [of Durability] +mpstatItemQualifier1 [of Lightness] +mpstatItemQualifier2 [of Sap Load] +mpstatItemQualifier3 [of Damage] +mpstatItemQualifier4 [of Speed] +mpstatItemQualifier5 [with Range] +mpstatItemQualifier6 [with Dodge Modifier] +mpstatItemQualifier7 [with Parry Modifier] +mpstatItemQualifier8 [with Adversary Dodge Modifier] +mpstatItemQualifier9 [with Adversary Parry Modifier] +mpstatItemQualifier10 [with Protection Factor] +mpstatItemQualifier11 [of Slashing Protection] +mpstatItemQualifier12 [of Smashing Protection] +mpstatItemQualifier13 [of Piercing Protection] +mpstatItemQualifier14 [of Acid Protection] +mpstatItemQualifier15 [of Cold Protection] +mpstatItemQualifier16 [of Rot Protection] +mpstatItemQualifier17 [of Fire Protection] +mpstatItemQualifier18 [of Shockwave Protection] +mpstatItemQualifier19 [of Poison Protection] +mpstatItemQualifier20 [of Electricity Protection] +mpstatItemQualifier21 [of Desert Resistance] +mpstatItemQualifier22 [of Forest Resistance] +mpstatItemQualifier23 [of Lakes Resistance] +mpstatItemQualifier24 [of Jungle Resistance] +mpstatItemQualifier25 [of Primary Roots Resistance] +mpstatItemQualifier26 [of Elemental Cast Speed] +mpstatItemQualifier27 [of Elemental Power] +mpstatItemQualifier28 [of Offensive Affliction Cast Speed] +mpstatItemQualifier29 [of Offensive Affliction Power] +mpstatItemQualifier30 [of Defensive Affliction Cast Speed] +mpstatItemQualifier31 [of Defensive Affliction Power] +mpstatItemQualifier32 [of Healing Cast Speed] +mpstatItemQualifier33 [of Healing Power] +ptCold [Cold] +ptAcid [Acid] +ptRot [Rot] +ptFire [Fire] +ptShockwave [ShockWave] +ptPoison [Poison] +ptElectricity [Electricity] +ptNone [None] +rsDesert [Desert] +rsForest [Forest] +rsLacustre [Lakes] +rsJungle [Jungle] +rsPrimaryRoot [Prime Roots] +rsNone [None] +uiExitLogin [EXIT] +uiCheckPasword [ENTER LOGIN AND PASSWORD] +uiLogin [Login] +uiUsername [Username] +uiPassword [Password] +uiConfirmPassword [Confirm Password] +uiEmail [Email Address] +uiOnLogin [LOGIN] +uiShardDisp [CHOOSE YOUR SHARD] +uiLoginQuit [QUIT] +uiOnline [ONLINE] +uiOffline [OFFLINE] +uiOnConnect [CONNECT] +uiOnStatus [STATUS] +uiOnVersion [VERSION] +uiOnChecking [CHECKING FILES FOR PATCH...] +uiOnRelease [RELEASE NOTES] +uiGameConfiguration [GAME CONFIGURATION] +uiCreateAccount [CREATE ACCOUNT] +uiEditAccount [EDIT ACCOUNT] +uiBetaAccount [UPGRADE BETA ACCOUNT] +uiForgetPwd [FORGOTTEN PASSWORD] +uiFreeTrial [CREATE YOUR FREE TRIAL ACCOUNT] +uiLoginSupport [SUPPORT] +uiReleaseNote [READ NOTES] +uiNoteClose [CLOSE] +uiOnPatch [PATCH] +uiOnPatchDetail [PATCH DETAILS] +uiOnPatchOpt [OPTIONAL: Add/Remove Files From Patch] +uiErrOffLineShard [Error: You cannot connect to an offline shard (error code 15).] +uiErrCantPatch [Error: You cannot patch because the PatchURL isn't setup in database (error code 16).] +uiNeedToPatch [Information: You need to patch to access to this shard.] +uiErrServerLost [Error: Lost server during patching.] +uiPatching [PATCHING PLEASE WAIT] +uiErrPatchApply [Error: Patch process ended but the patch has not been successfully applied.] +uiErrChecking [Error: Patch files failed - checking.] +uiKb [KB] +uiMb [MB] +uiLoginGetFile [Getting File:] +uiDLFailed [Download from emergency server failed, patching is aborted] +uiDLURIFailed [Download from URI failed (will try again):] +uiNoMoreURI [No more patch URI, try emergency patch server] +uiDLWithCurl [Downloading File With Curl:] +uiDecompressing [Decompressing File:] +uiCheckInt [Checking Integrity:] +uiNoVersionFound [No Version Found] +uiVersionFound [Version Found:] +uiApplyingDelta [Applying Delta:] +uiClientVersion [Client Version] +uiServerVersion [Server Version] +uiCheckingFile [Checking File] +uiNeededPatches [Required Patches:] +uiCheckInBNP [Checking inside BNP:] +uiSHA1Diff [Force BNP Unpacking: checksums do not correspond:] +uiCheckEndNoErr [Checking file ended with no errors] +uiCheckEndWithErr [Checking file ended with errors:] +uiPatchEndNoErr [Patching file ended with no errors] +uiPatchEndWithErr [Patch failed!] +uiPatchDiskFull [Disk full!] +uiPatchWriteError [Disk write error! (disk full?)] +uiProcessing [Processing file:] +uiUnpack [BNP Unpacking:] +uiUnpackErrHead [Cannot read bnp header:] +uiRebootConfirm [Ryzom Core will now relaunch. Please wait until Ryzom Core is fully restarted.] +uiRebootBut [CLICK HERE TO RELAUNCH] +uiChangeDate [Changing the mod date:] +uiChgDateErr [Cannot change file time:] +uiNowDate [Now the date is:] +uiSetAttrib [Set file attributes:] +uiAttribErr [Cannot have read/write access:] +uiDelFile [Delete file:] +uiDelErr [Cannot delete file:] +uiDelNoFile [Delete file (no file)] +uiRenameFile [Rename File:] +uiRenameErr [Cannot rename file:] +uiEmoteTitle [EMOTES] +uiStandardEmotes [STANDARD EMOTES] +uiEmote0 [afk] +uiEmote1 [agree] +uiEmote2 [angry] +uiEmote3 [apologize] +uiEmote4 [applaud] +uiEmote5 [blush] +uiEmote6 [bow] +uiEmote7 [bye] +uiEmote8 [calm] +uiEmote9 [cheer] +uiEmote10 [cry] +uiEmote11 [dance] +uiEmote12 [disagree] +uiEmote13 [follow] +uiEmote14 [gesture] +uiEmote15 [giggle] +uiEmote16 [go away] +uiEmote17 [impatient] +uiEmote18 [kiss] +uiEmote19 [kneel] +uiEmote20 [laugh] +uiEmote21 [lol] +uiEmote22 [point] +uiEmote23 [roar] +uiEmote24 [sad] +uiEmote25 [smile] +uiEmote26 [thanks] +uiEmote27 [unhappy] +uiEmote28 [victory] +uiEmote29 [wave] +uiEM_Emotes [EMOTES] +uiEM_Pos [POSITIVE] +uiEM_Neu [NEUTRAL] +uiEM_Neg [NEGATIVE] +uiEM_Opi [OPINION] +uiEM_Att [ATTITUDE] +uiEM_Ges [GESTURE] +uiEM_PosOpi [POSITIVE OPINION] +uiEM_NeuOpi [NEUTRAL OPINION] +uiEM_NegOpi [NEGATIVE OPINION] +uiEM_PosAtt [POSITIVE ATTITUDE] +uiEM_NeuAtt [NEUTRAL ATTITUDE] +uiEM_NegAtt [NEGATIVE ATTITUDE] +uiEM_PosGes [POSITIVE GESTURE] +uiEM_NeuGes [NEUTRAL GESTURE] +uiEM_NegGes [NEGATIVE GESTURE] +uiEM_Absentminded [ABSENTMINDED] +uiEM_Adventurous [ADVENTUROUS] +uiEM_Aggressive [AGGRESSIVE] +uiEM_Agree [AGREE] +uiEM_Alert [ALERT] +uiEM_Altruist [ALTRUIST] +uiEM_Amazed [AMAZED] +uiEM_Ambivalent [AMBIVALENT] +uiEM_Amused [AMUSED] +uiEM_Angry [ANGRY] +uiEM_Annoyed [ANNOYED] +uiEM_Apathetic [APATHETIC] +uiEM_Approve [APPROVE] +uiEM_Arrogant [ARROGANT] +uiEM_Ashamed [ASHAMED] +uiEM_Belligerent [BELLIGERENT] +uiEM_Bitter [BITTER] +uiEM_Bloodthirsty [BLOODTHIRSTY] +uiEM_Bored [BORED] +uiEM_Bow [BOW] +uiEM_Brave [BRAVE] +uiEM_Bubbly [BUBBLY] +uiEM_Burp [BURP] +uiEM_Calm [CALM] +uiEM_Calmdown [CALM DOWN] +uiEM_Careful [CAREFUL] +uiEM_Careless [CARELESS] +uiEM_Casual [CASUAL] +uiEM_Chaotic [CHAOTIC] +uiEM_Cheer [CHEER] +uiEM_Clinical [CLINICAL] +uiEM_Cold [COLD] +uiEM_Compassionate [COMPASSIONATE] +uiEM_Condescending [CONDESCENDING] +uiEM_Confident [CONFIDENT] +uiEM_Confused [CONFUSED] +uiEM_Contemptuous [CONTEMPTUOUS] +uiEM_Content [CONTENT] +uiEM_Courageous [COURAGEOUS] +uiEM_Courtly [COURTLY] +uiEM_Coward [COWARD] +uiEM_Crazy [CRAZY] +uiEM_Crude [CRUDE] +uiEM_Cruel [CRUEL] +uiEM_Curious [CURIOUS] +uiEM_Cynical [CYNICAL] +uiEM_Dainty [DAINTY] +uiEM_Dance [DANCE] +uiEM_Defensive [DEFENSIVE] +uiEM_Depressed [DEPRESSED] +uiEM_Desire [DESIRE] +uiEM_Despaired [DESPAIRED] +uiEM_Destructive [DESTRUCTIVE] +uiEM_Die [DIE] +uiEM_Dignified [DIGNIFIED] +uiEM_Diplomatic [DIPLOMATIC] +uiEM_Disappointed [DISAPPOINTED] +uiEM_Discreet [DISCREET] +uiEM_Disdainful [DISDAINFUL] +uiEM_Disgruntled [DISGRUNTLED] +uiEM_Disgusted [DISGUSTED] +uiEM_Disillusioned [DISILLUSIONED] +uiEM_Dismayed [DISMAYED] +uiEM_Disoriented [DISORIENTED] +uiEM_Distracted [DISTRACTED] +uiEM_Doubtful [DOUBTFUL] +uiEM_Dramatic [DRAMATIC] +uiEM_Dreamy [DREAMY] +uiEM_Drunk [DRUNK] +uiEM_Dutiful [DUTIFUL] +uiEM_Eager [EAGER] +uiEM_Earnest [EARNEST] +uiEM_Ecstatic [ECSTATIC] +uiEM_Egoistic [EGOISTIC] +uiEM_Embarrassed [EMBARRASSED] +uiEM_Emotional [EMOTIONAL] +uiEM_Emotionless [EMOTIONLESS] +uiEM_Emphatic [EMPHATIC] +uiEM_Encouraging [ENCOURAGING] +uiEM_Enraged [ENRAGED] +uiEM_Enthusiastic [ENTHUSIASTIC] +uiEM_Envious [ENVIOUS] +uiEM_Evil [EVIL] +uiEM_Excited [EXCITED] +uiEM_Exercise [EXERCISE] +uiEM_Exhausted [EXHAUSTED] +uiEM_Exuberant [EXUBERANT] +uiEM_Faithful [FAITHFUL] +uiEM_Fanatical [FANATICAL] +uiEM_Fastidious [FASTIDIOUS] +uiEM_Fearful [FEARFUL] +uiEM_Firm [FIRM] +uiEM_FBT [FBT] +uiEM_Forgive [FORGIVE] +uiEM_Fraternal [FRATERNAL] +uiEM_Friendly [FRIENDLY] +uiEM_Frustrated [FRUSTRATED] +uiEM_Funny [FUNNY] +uiEM_Generous [GENEROUS] +uiEM_Gimme5 [GIMME5] +uiEM_Gloomy [GLOOMY] +uiEM_Goofy [GOOFY] +uiEM_Great [GREAT] +uiEM_Grin [GRIN] +uiEM_Grumpy [GRUMPY] +uiEM_Guilty [GUILTY] +uiEM_Happy [HAPPY] +uiEM_Hardsilence [HARD SILENCE] +uiEM_Haughty [HAUGHTY] +uiEM_Helpful [HELPFUL] +uiEM_Heroic [HEROIC] +uiEM_Hiha [HIHA] +uiEM_Honest [HONEST] +uiEM_Hopeful [HOPEFUL] +uiEM_Hopeless [HOPELESS] +uiEM_Humble [HUMBLE] +uiEM_Hungry [HUNGRY] +uiEM_Hurried [HURRIED] +uiEM_Hurry [HURRY] +uiEM_Hysterical [HYSTERICAL] +uiEM_Imploring [IMPLORING] +uiEM_Indifferent [INDIFFERENT] +uiEM_Indignant [INDIGNANT] +uiEM_Indulgent [INDULGENT] +uiEM_Innocent [INNOCENT] +uiEM_Insecure [INSECURE] +uiEM_Interested [INTERESTED] +uiEM_Jealous [JEALOUS] +uiEM_Joyful [JOYFUL] +uiEM_Kind [KIND] +uiEM_Lazy [LAZY] +uiEM_Loathing [LOATHING] +uiEM_Logical [LOGICAL] +uiEM_Lonely [LONELY] +uiEM_Loud [LOUD] +uiEM_Love [LOVE] +uiEM_Loyal [LOYAL] +uiEM_Lustful [LUSTFUL] +uiEM_Malevolent [MALEVOLENT] +uiEM_Malicious [MALICIOUS] +uiEM_Mean [MEAN] +uiEM_Megalomaniac [MEGALOMANIAC] +uiEM_Merciful [MERCIFUL] +uiEM_Mischievous [MISCHIEVOUS] +uiEM_Mocking [MOCKING] +uiEM_Nervous [NERVOUS] +uiEM_Neutral [NEUTRAL] +uiEM_Nice [NICE] +uiEM_Noclue [NO CLUE] +uiEM_None [NONE] +uiEM_Nostalgic [NOSTALGIC] +uiEM_Obnoxious [OBNOXIOUS] +uiEM_Obscure [OBSCURE] +uiEM_Obsessed [OBSESSED] +uiEM_Offended [OFFENDED] +uiEM_Optimistic [OPTIMISTIC] +uiEM_Over [OVER] +uiEM_Pacific [PACIFIC] +uiEM_Painful [PAINFUL] +uiEM_Panick [PANIC] +uiEM_Patient [PATIENT] +uiEM_Patriotic [PATRIOTIC] +uiEM_Pedantic [PEDANTIC] +uiEM_Perturbed [PERTURBED] +uiEM_Pessimistic [PESSIMISTIC] +uiEM_Petulant [PETULANT] +uiEM_Philosophical [PHILOSOPHICAL] +uiEM_Pitying [PITYING] +uiEM_Playful [PLAYFUL] +uiEM_Pleased [PLEASED] +uiEM_Point [POINT] +uiEM_Pointback [POINT BACK] +uiEM_Pointfront [POINT FRONT] +uiEM_Pointleft [POINT LEFT] +uiEM_Pointright [POINT RIGHT] +uiEM_Polite [POLITE] +uiEM_Pompous [POMPOUS] +uiEM_Powerful [POWERFUL] +uiEM_Praying [PRAYING] +uiEM_Proud [PROUD] +uiEM_Provocative [PROVOCATIVE] +uiEM_Puzzled [PUZZLED] +uiEM_Quiet [QUIET] +uiEM_Ready [READY] +uiEM_Reassured [REASSURED] +uiEM_Rebellious [REBELLIOUS] +uiEM_Reckless [RECKLESS] +uiEM_Regretful [REGRETFUL] +uiEM_Relaxed [RELAXED] +uiEM_Relieved [RELIEVED] +uiEM_Reluctant [RELUCTANT] +uiEM_Remorseful [REMORSEFUL] +uiEM_Resigned [RESIGNED] +uiEM_Respectful [RESPECTFUL] +uiEM_Revengeful [REVENGEFUL] +uiEM_Rice [RICE] +uiEM_Ridicule [RIDICULE] +uiEM_Righteous [RIGHTEOUS] +uiEM_Romantic [ROMANTIC] +uiEM_Rude [RUDE] +uiEM_Sad [SAD] +uiEM_Sarcastic [SARCASTIC] +uiEM_Scared [SCARED] +uiEM_Scolding [SCOLDING] +uiEM_Sedate [SEDATE] +uiEM_Selfish [SELFISH] +uiEM_Serious [SERIOUS] +uiEM_Shameless [SHAMELESS] +uiEM_Sheepish [SHEEPISH] +uiEM_Shifty [SHIFTY] +uiEM_Shocked [SHOCKED] +uiEM_Shutup [SHUT UP] +uiEM_Shy [SHY] +uiEM_Sigh [SIGH] +uiEM_Silence [SILENCE] +uiEM_Silly [SILLY] +uiEM_Sincerely [SINCERELY] +uiEM_Sleepy [SLEEPY] +uiEM_Sly [SLY] +uiEM_Smack [SMACK] +uiEM_Smug [SMUG] +uiEM_Sorry [SORRY] +uiEM_Spiteful [SPITEFUL] +uiEM_Squeamish [SQUEAMISH] +uiEM_Stop [HOLD ON] +uiEM_Strong [STRONG] +uiEM_Stubborn [STUBBORN] +uiEM_Suffering [SUFFERING] +uiEM_Surprised [SURPRISED] +uiEM_Suspicious [SUSPICIOUS] +uiEM_Taunting [TAUNTING] +uiEM_Terrified [TERRIFIED] +uiEM_Thankful [THANKFUL] +uiEM_Thirsty [THIRSTY] +uiEM_Thoughtful [THOUGHTFUL] +uiEM_Tired [TIRED] +uiEM_Tolerant [TOLERANT] +uiEM_Troubled [TROUBLED] +uiEM_Uncertain [UNCERTAIN] +uiEM_Unhappy [UNHAPPY] +uiEM_Unwilling [UNWILLING] +uiEM_Vengeful [VENGEFUL] +uiEM_Wait [WAIT] +uiEM_Warm [WARM] +uiEM_Wary [WARY] +uiEM_Wave [WAVE] +uiEM_Whine [WHINE] +uiEM_Wicked [WICKED] +uiEM_Wise [WISE] +uiEM_Wistful [WISTFUL] +uiEM_Worried [WORRIED] +uiEM_Wounded [WOUNDED] +uiEM_Yawn [YAWN] +uiEM_Youandme [YOU AND ME] +uimInfos [Info] +uiCombatTitle [COMBAT] +uiDesertRawMats [Desert Exotic Raw Materials] +uiForestRawMats [Forest Exotic Raw Materials] +uiJungleRawMats [Jungle Exotic Raw Materials] +uiLakeRawMats [Lakes Exotic Raw Materials] +uiComStaminaCost [Stamina Cost:] +uiCommerceTitle [COMMERCE] +uittEval [Evaluate raw material price] +uiW [W] +uiWSW [WSW] +uiSW [SW] +uiSSW [SSW] +uiS [S] +uiSSE [SSE] +uiSE [SE] +uiESE [ESE] +uiE [E] +uiENE [ENE] +uiNE [NE] +uiNNE [NNE] +uiN [N] +uiNNW [NNW] +uiNW [NW] +uiWNW [WNW] +uiRadarZoom0 [25m] +uiRadarZoom1 [50m] +uiRadarZoom2 [125m] +uiRadarZoom3 [250m] +uimZoomIn [Zoom in] +uimZoomOut [Zoom out] +uiNotReceived [NOT RECEIVED] +uiTypeOfObject [TYPE OF OBJECT] +uiDesign [DESIGN] +uiOptionals [OPTIONS] +uiQuantity [QUANTITY] +uiTool [TOOL] +uiMaterials [Materials] +uiDifficulty [DIFFICULTY] +uiStaminaCost [STAMINA COST] +uiResult [RESULT] +uiInventoryFull [INVENTORY FULL] +uiBonusURInAWorkshop [Bonus: You are in a Workshop!] +uiSourceObject [SOURCE OBJECT] +uiFaberCreateTitle [CRAFTER CREATING] +uiFaberPlanSel [PLAN SELECTION] +uiFaberRepairTitle [CRAFTER REPAIRING] +uiFaberRefineTitle [CRAFTER REFINING] +uimFaInfos [Info] +uimFaReset [Reset to Default] +uimFaClear [Clear] +uiItem1to5 [Item level from 1 to 5] +uiItem6to10 [Item level from 6 to 10] +uiItem11to15 [Item level from 11 to 15] +uiItem16to20 [Item level from 16 to 20] +uiItem21to25 [Item level from 21 to 25] +uittClickSelMat [Click to select raw material from your inventory] +uittDropPlan [Drop a Craft plan here to create an item] +uittClickSelTool [Click to select a tool from your sheaths] +uittDefComp [Default composition] +uittClearComp [Clear composition] +uittStartFaComp [Start Crafter creation] +uittDropItem [Drop an item here to repair] +uittClickTool [Click to select a tool from your sheaths] +uittStartFaRepair [Start Crafter repair] +uittDropItRef [Drop an item here to refine] +uittStartFaRefine [Start Crafter refine] +uigcUnitMeters [ m] +uigcUnitChar [ characters] +uigcUnitPercent [%] +uigcPreSet [Preset: ] +uigcPreSetLow [LOW] +uigcPreSetMedium [MEDIUM] +uigcPreSetNormal [NORMAL] +uigcPreSetHigh [HIGH] +uigcPreSetCustom [CUSTOM] +uittGCValid [APPLY] +uittGCCancel [CANCEL] +uiGCCancel [CANCEL] +uiGCApply [APPLY] +uiGCOk [OK] +uigcTextureMode [Texture:] +uigcLowTextureMode [LOW (32 MB)] +uigcNormalTextureMode [NORMAL (64 MB)] +uigcHighTextureMode [HIGH (128 MB)] +uigcScreenRatio [Screen Ratio:] +uigcScreenRatio43 [4:3] +uigcScreenRatio169 [16:9] +uigcScreenRatioCustom [Custom] +uigcttScreenRatio [The @{6F6F}Aspect Ratio@{FFFF} of your monitor.\n + Change this if you don't have a standard 4:3 monitor.\n + Note: There is no need to worry about the pixel resolution (even if you have adjusted the size of your window). Ryzom Core will take care of it.] +uigcGraph [GRAPHICS] +uigcGeneral [GENERAL] +uigcLandscape [LANDSCAPE] +uigcSpecialFX [SPECIAL EFFECTS] +uigcCharacter [CHARACTERS] +uigcLanguage [LANGUAGE] +uigcInterface [INTERFACE] +uigcHUD [HUD] +uigcAlphaColor [WINDOWS] +uigcWinColor [HEADING COLORS] +uigcWinColorR2 [RING HEADERS] +uigcChatColor [CHAT] +uigcEnglish [ENGLISH] +uigcFrancais [FRANCAIS] +uigcDeutch [DEUTSCH] +uigcRussian [RUSSIAN] +uigcSpanish [SPANISH] +uigcRequestReboot [Ryzom Core needs to be restarted to apply the changes. Restart now?] +uigcInput [INPUT] +uigcMouse [MOUSE] +uigcKeyboard [KEYBOARD] +uigcSound [SOUND] +uigcLandmarkColor [LANDMARKS] +uiFPS [FPS:] +uiGeneralColor [General Options] +uiScreen [Screen Control] +uiContrast [Contrast] +uiLuminosity [Luminosity] +uiGamma [Gamma] +uiDivideTxBy2 [Low Resolution Textures] +uiWaitVBL [VBL Sync] +uiFullscreen [Fullscreen] +uiLandGeneral [Landscape Options] +uiLand [Landscape] +uiVision [Far Clip] +uiTileNear [Tile Near Clip] +uiThreshold [Quality] +uiMicroVeget [Micro-Vegetation] +uiMicroVegetDensity [Density] +uiFXGeneral [Special Effects] +uiFxLimitations [Limitations] +uiFxMaxPoly [Max. Polygons] +uiFxCloud [Enable Clouds] +uiFxCloudQuality [Quality] +uiFxCloudUpdate [Update Frequency] +uiFxShadow [Enable Shadows] +uiFxBloom [Enable Bloom] +uiFxSquareBloom [Square Filter] +uiFxDensityBloom [Density] +uiFxTooltipBloom [Your configuration does not support the Bloom effect. Try to update your drivers.] +uiCharPoly [Character Options] +uiCharModel [Models] +uiCharMaxPoly [Max. Polygons] +uiCharMaxNotCLod [Max. High Def.] +uiCharFarClip [Far Clip] +uiEnableRacialAnimation [Enable Racial Animations] +uiHDTexture [High Resolution Texture] +uiHud [HUD] +uiHardwareCursor [Hardware Cursor] +uiActivateHardwareCursor [Do you want to activate the Hardware cursor?] +uiShowUnderCursor [Show Under Cursor] +uiShowTargeted [Show Targeted] +uiSelectWithRClick [Right-Clicking Also Selects] +uiFollowOnAtk [Follow the Attacked Target] +uiAtkOnSelect [Attack the Target As Soon As Selected] +uiCharFade [User Character Fading] +uiCharOpacityMin [Opacity] +uiCurrentActionOut [Dynamic Display of Current Action] +uittCurrentActionOut [If checked, the @{6F6F}current action@{FFFF} is displayed beneath/above the action bar when needed.\n + If unchecked, the @{6F6F}current action@{FFFF} is displayed in the player window.] +uiGlobalColor [Windows Options] +uiUIColor [User Interface Background Colors] +uiGlobalOpacity [Global Opacity] +uiMouseOverOpacity [Mouse-Over Opacity] +uiColorD [Daytime] +uiColorN [Nighttime] +uiDefDayCol [Define Daytime UI Color] +uiDefNightCol [Define Nighttime UI Color] +uittColDay [Choose Daytime UI Color] +uittColNight [Choose Nighttime UI Color] +uiAlphaBG [Background] +uiAlphaContent [Contents] +uiAlphaRolloverBG [Background] +uiAlphaRolloverContent [Contents] +uiRolloverAlphaSpeed [Fading Speed] +uiContainer [Container] +uiChatColors [Chat Colors and Options] +uiGuildColor [Guild] +uittChooseGuildColor [Choose color for guild messages] +uiCCDGuild [Choose Guild Message Color] +uiTeamColor [Team] +uittChooseTeamColor [Choose color for team messages] +uiCCDTeam [Choose Team Message Color] +uiSayColor [Say] +uittChooseSayColor [Choose color for 'say' messages] +uiCCDSay [Choose 'Say' Message Color] +uiShoutColor [Shout] +uittChooseShoutColor [Choose color for 'shout' messages] +uiCCDShout [Choose 'Shout' Message Color] +uiTellColor [Tell] +uittChooseTellColor [Choose color for 'tell' messages] +uiCCDTell [Choose 'Tell' Message Color] +uiNpcColor [NPC] +uittChooseNpcColor [Choose color for NPC messages] +uiCCDNpc [Choose NPC Message Color] +uiCiviColor [Civilization] +uittChooseCiviColor [Choose color for civilization messages] +uiCCDCivi [Choose Civilization Message Color] +uiTerriColor [Territory] +uittChooseTerriColor [Choose color for territory messages] +uiCCDTerri [Choose Territory Message Color] +uiUnivColor [Universe] +uittChooseUnivColor [Choose color for 'universe' messages] +uiCCDUniv [Choose 'Universe' Message Color] +uiRegionColor [Region] +uittChooseRegionColor [Choose color for region messages] +uittChatEnter [If you check this box, you will not leave the chat after sending a message.\n + You can also use the @{6F6F}/chat @{FFFF}command to go from one mode to another.] +uiCCDRegion [Choose Region Message color] +uiWinColors [Heading Colors] +uiPlaColor [Player Windows] +uiAniColor [Animal Windows] +uiComColor [Communication Window] +uiInvColor [Action Progression Window] +uiOptColor [Configuration Windows] +uiLabColor [Orientation Windows] +uiMemColor [Guild, Team and Chat Windows] +uiHelColor [Help Windows] +uiInfColor [Information Windows] +uiTraColor [Trade Windows] +uiBotColor [NPC Windows] +uiCCDPla [Choose Player Window Heading Color] +uiCCDAni [Choose Animals Window Header color] +uiCCDCom [Choose Communication Window Heading Color] +uiCCDInv [Choose Action Window Heading Color] +uiCCDOpt [Choose Configuration Window Heading Color] +uiCCDLab [Choose Orientation Windows Heading Color] +uiCCDMem [Choose Guild, Team and Chat Window Heading Color] +uiCCDHel [Choose Help Window Heading Color] +uiCCDInf [Choose Information Window Heading Color] +uiCCDTra [Choose Trade Window Heading Color] +uiCCDBot [Choose NPC Window Heading Color] +uittChoosePlaColor [Choose color for the player windows headings] +uittChooseAniColor [Choose color for the animals window headings] +uittChooseComColor [Choose color for the communication window headings] +uittChooseInvColor [Choose color for the action window headings] +uittChooseOptColor [Choose color for the configuration window headings] +uittChooseLabColor [Choose color for the map window headings] +uittChooseMemColor [Choose color for the guild, team and chat window headings] +uittChooseHelColor [Choose color for the help window headings] +uittChooseInfColor [Choose color for the information window headings] +uittChooseTraColor [Choose color for the trading window headings] +uittChooseBotColor [Choose color for the NPC window headings] +uiLandmarkColors [Landmark Colors] +uiLMMiscColor [Miscellaneous] +uiLMTribeColor [Tribe] +uiLMBanditColor [Bandit] +uiLMCitizenColor [Citizen] +uiLMFaunaColor [Fauna] +uiLMFaunaExcelColor [Named Creature] +uiLMFaunaSupColor [Boss Creature] +uiLMForageColor [Forage] +uiLMForageExcelColor [Excellent Materials] +uiLMForageSupColor [Supreme Materials] +uiLMSapColor [Sap] +uiLMAmberColor [Amber] +uiLMNodeColor [Node] +uiLMFiberColor [Fiber] +uiLMBarkColor [Bark] +uiLMSeedColor [Seed] +uiLMShellColor [Shell] +uiLMResinColor [Resin] +uiLMWoodColor [Wood] +uiLMOilColor [Oil] +uiLMMissionColor [Mission] +uiLMFoodColor [Food] +uiLMConstructionColor [Construction] +uiLMGooColor [Goo] +uiLMInsectColor [Insect] +uiLMKitinColor [Kitin] +uiLMNociveColor [Harmful] +uiLMPreservativeColor [Preservative] +uiLMPassageColor [Portal] +uiLMTeleporterColor [Teleporter] +uiCCDLMMisc [Choose Miscellaneous Landmark Color] +uiCCDLMTribe [Choose Tribe Landmark Color] +uiCCDLMBandit [Choose Bandit Landmark Color] +uiCCDLMCitizen [Choose Citizen Landmark Color] +uiCCDLMFauna [Choose Fauna Landmark Color] +uiCCDLMFaunaExcel [Choose Named Creature Landmark Color] +uiCCDLMFaunaSup [Choose Boss Creature Landmark Color] +uiCCDLMForage [Choose Forage Landmark Color] +uiCCDLMForageExcel [Choose Excellent Materials Landmark Color] +uiCCDLMForageSup [Choose Supreme Materials Landmark Color] +uiCCDLMSap [Choose Sap Landmark Color] +uiCCDLMAmber [Choose Amber Landmark Color] +uiCCDLMNode [Choose Node Landmark Color] +uiCCDLMFiber [Choose Fiber Landmark Color] +uiCCDLMBark [Choose Bark Landmark Color] +uiCCDLMSeed [Choose Seed Landmark Color] +uiCCDLMShell [Choose Shell Landmark Color] +uiCCDLMResin [Choose Resin Landmark Color] +uiCCDLMWood [Choose Wood Landmark Color] +uiCCDLMOil [Choose Oil Landmark Color] +uiCCDLMMission [Choose Mission Landmark Color] +uiCCDLMFood [Choose Food Landmark Color] +uiCCDLMConstruction [Choose Construction Landmark Color] +uiCCDLMGoo [Choose Goo Landmark Color] +uiCCDLMInsect [Choose Insect Landmark Color] +uiCCDLMKitin [Choose Kitin Landmark Color] +uiCCDLMNocive [Choose Harmful Landmark Color] +uiCCDLMPreservative [Choose Preservative Landmark Color] +uiCCDLMPassage [Choose Portal Landmark Color] +uiCCDLMTeleporter [Choose Teleporter Landmark Color] +uittChooseLMMiscColor [Choose color for 'Miscellaneous' landmarks] +uittChooseLMTribeColor [Choose color for 'Tribe' landmarks] +uittChooseLMBanditColor [Choose color for 'Bandit' landmarks] +uittChooseLMCitizenColor [Choose color for 'Citizen' landmarks] +uittChooseLMFaunaColor [Choose color for 'Fauna' landmarks] +uittChooseLMFaunaExcelColor [Choose color for 'Named Creature' landmarks] +uittChooseLMFaunaSupColor [Choose color for 'Boss Creature' landmarks] +uittChooseLMForageColor [Choose color for 'Forage' landmarks] +uittChooseLMForageExcelColor [Choose color for 'Excellent Materials' landmarks] +uittChooseLMForageSupColor [Choose color for 'Supreme Materials' landmarks] +uittChooseLMSapColor [Choose color for 'Sap' landmarks] +uittChooseLMAmberColor [Choose color for 'Amber' landmarks] +uittChooseLMNodeColor [Choose color for 'Node' landmarks] +uittChooseLMBarkColor [Choose color for 'Bark' landmarks] +uittChooseLMSeedColor [Choose color for 'Seed' landmarks] +uittChooseLMShellColor [Choose color for 'Shell' landmark] +uittChooseLMResinColor [Choose color for 'Resin' landmarks] +uittChooseLMWoodColor [Choose color for 'Wood' landmarks] +uittChooseLMOilColor [Choose color for 'Oil' landmarks] +uittChooseLMMissionColor [Choose color for 'Mission' landmarks] +uittChooseLMFoodColor [Choose color for 'Food' landmarks] +uittChooseLMConstructionColor [Choose color for 'Construction' landmarks] +uittChooseLMGooColor [Choose color for 'Goo' landmarks] +uittChooseLMInsectColor [Choose color for 'Insect' landmarks] +uittChooseLMKitinColor [Choose color for 'Kitin' landmarks] +uittChooseLMNociveColor [Choose color for 'Harmful' landmarks] +uittChooseLMPreservativeColor [Choose color for 'Preservative' landmarks] +uittChooseLMPassageColor [Choose color for 'Portal' landmarks] +uittChooseLMTeleporterColor [Choose color for 'Teleporter' landmarks] +uiMouseOptions [Mouse Options] +uiMouseInterface [Interface] +uiDoubleClickSpeed [Double-Click Speed] +uiCursorSpeed [Cursor Speed] +uiCursorAccel [Cursor Acceleration] +uiMouseHead [Free Look] +uiHeadSpeed [Head Speed] +uiHeadAccel [Head Acceleration] +uiKeybOptions [Keyboard Options] +uiKeybCamera [Camera Speed] +uiKeybCamSpeedMax [Maximum] +uiKeybCamSpeedMin [Minimum] +uiSoundGeneral [Sound Options] +uiSoundOnOff [Enable Sound] +uiUseEax [Use EAX] +uiMaxTracks [Max. Tracks] +uiSoundFSB [Soft Buffer (may increase FPS)] +uiSoundSFXVolume [SFX Volume] +uiSoundGameMusicVolume [Music Volume] +uiSoundPerf [Performance] +uiSoundVolume [Volume] +uimGcmMove [Move] +uimGcmStopMove [STOP MOVING] +uimGcmTalk [TALK] +uimGcmNews [NEWS] +uimGcmUse [USE] +uimGcmLift [LIFT] +uimGcmLook [LOOK] +uimGcmAttack [ATTACK] +uimGcmDuel [PROPOSE DUEL] +uimGcmUnDuel [ABANDON DUEL] +uimGcmPvpChallenge [PROPOSE PVP CHALLENGE] +uimGcmUnPvpChanllenge [ABANDON PVP CHALLENGE] +uimGcmInvit [TEAM INVITE] +uimGcmGuildInvit [GUILD INVITE] +uimGcmLoot [LOOT] +uimGcmHarvest [SHEARING] +uimGcmExtractRM [EXTRACT RAW MATERIALS] +uimGcmDigging [DIG] +uimGcmHarvesting [SHEAR] +uimGcmDiving [DIVE] +uimGcmFishing [FISH] +uimGcmQuartering [QUARTER] +uimGcmExchange [EXCHANGE] +uimGcmMount [MOUNT] +uimGcmDisengage [DISENGAGE] +uimGcmQuitTeam [Leave Team] +uimGcmQuitGuild [Leave Guild] +uimGcmInfo [INFO] +uimFollowMe [FOLLOW ME] +uimGcmStop [Stop] +uimGcmFree [Free] +uimGcmEnterStable [Enter stable] +uiQuitGuild [Leave Guild] +uiGuildInfoTitle [Icon & Name] +uiGuildInfoDes [Description: ] +uiGuildInfoAge [days] +uiGuildInfoEff [members] +uiGuildInfoHead [Headquarters: ] +uiGuildInfoHead2 [Borea] +uiGuildInfoFame [Fame: ] +uiGuildInfoScore [Guild Points: ] +uiGuildInfoCharge [Outpost: ] +uiGuildViewOutposts [View Outposts] +uiGuildInfoCharge2 [None] +uiGuildChargeState [Under Control] +uiGuildInfoBuilding [BUILDINGS] +uiBuildingType1 [STABLE] +uiBuildingType2 [GRANGE] +uiBuildingType3 [APARTMENT] +uiBuildingType4 [DANCING CLUB] +uiBuildingType5 [PUB] +uiEmptyBuilding [Empty] +uiBuidingState1 [In Progress] +uiBuidingState2 [Completed] +uiGuildMembers [MEMBERS] +uiGuildMemberScore [Score] +uiGuildMemberRank [Rank] +uiGuildMemberOnline [Online] +uimGuildLeader [Set rank to Leader] +uimGuildHighOfficer [Set rank to High Officer] +uimGuildOfficer [Set rank to Officer] +uimGuildRecruiter [Set rank to Recruiter] +uimGuildBearer [Set rank to Bearer] +uimGuildMember [Set rank to Member] +uimGuildKick [Kick member from Guild] +uiGuildLeader [Leader] +uiGuildHighOfficer [High Officer] +uiGuildOfficer [Officer] +uiGuildRecruiter [Recruiter] +uiGuildBearer [Bearer] +uiGuildMember [Member] +uiQQuitGuild [Do you really want to leave your guild?] +uiXpGuild [Guild XP: ] +uiGuildChargeState1 [Charge applied] +uiGuildChargeState2 [Charge elected] +uiBuildingWorkshop [Workshop] +uiBuildingStabe [Stable] +uiBuildingSilo [Silo] +uiBuildingRuins [Ruins] +uiBuildingKamiDestroyer [Kami Destroyer] +uiBuildingKamiAltar [Kami Altar] +uiBuildingInn [Inn] +uiBuildingHouse [House] +uiBuildingGuardTower [Guard Tower] +uiBuildingClaimsFlag [Ownership Flag] +uiBuildingCaravanDestroyer [Karavan Destroyer] +uiBuildingTradingPost [Trading Post] +uiBuildingSchool [School] +uiBuildingEmpty [No building] +uiBuildingState0 [In Progress] +uiBuildingState1 [Completed] +uittPutMoney [GIVE] +uittGetMoney [TAKE] +uiMoneyFromGuild [TAKE MONEY FROM GUILD BANK] +uiMoneyToGuild [GIVE MONEY TO GUILD BANK] +uiOutpostManagerTitle [OUTPOST MANAGER] +uiOutpostTitleNameOwned [Outposts Owned] +uiOutpostTitleStatus [Status] +uiOutpostTitleCost [Cost] +uiOutpostTitleTime [Time] +uiOutpostTitleTotal [Total] +uiOutpostTitleNameChallenged [Outposts Attacking] +uiOutpostPeace [Peace] +uiOutpostWarDeclaration [War Declared] +uiOutpostAttackBefore [Before Attack] +uiOutpostAttackRound [Attack Phase] +uiOutpostAttackAfter [After Attack] +uiOutpostDefenseBefore [Before Defense] +uiOutpostDefenseRound [Defense Phase] +uiOutpostDefenseAfter [After Defense] +uittOutpostPeace [@{6F6F}Peace@{FFFF}\n + No Guild has challenged the outpost.] +uittOutpostWarDeclaration [@{6F6F}War Declared@{FFFF}\n + An enemy Guild has declared war. The defending Guild has approximately 1 day to change the time of its @{6F6F}Defense Phase@{FFFF} if it wishes to do so.] +uittOutpostWarDeclarationMyGuildAttack [@{6F6F}War Declared@{FFFF}\n + Your guild has declared war. The defending guild has approximately 1 day to change its @{6F6F}Defense Round@{FFFF} if it wishes to do so.] +uittOutpostWarDeclarationMyGuildDefend [@{6F6F}War Declared@{FFFF}\n + An enemy guild has declared war. Your guild has approximately 1 day to change its @{6F6F}Defense Round@{FFFF} if it wishes to do so.] +uittOutpostAttackBefore [@{6F6F}Before Attack@{FFFF}\n + The war has started! Players may already fight at the outpost but the outpost squads will only appear during the @{6F6F}Attack Phase@{FFFF} time chosen by the attackers.\n + During this period, the attackers will try to go beyond the @{6F6F}Minimum Threshold@{FFFF} set by the defenders.] +uittOutpostAttackRound [@{6F6F}Attack@{FFFF}\n + Attackers must reach the highest possible @{6F6F}Round Level@{FFFF}.\n + They must at least exceed the @{6F6F}Minimum Threshold@{FFFF} set by the defenders during the countdown period.\n + For each round won, the @{6F6F}Round Level@{FFFF} and the number of squads to be eliminated will increase.\n + For each round lost, the @{6F6F}Round Level@{FFFF} and the number of squads to be eliminated will decrease.\n + ] +uittOutpostAttackAfterWin [@{6F6F}After Attack@{FFFF}\n + The war goes on! \n + During the @{6F6F}Attack Phase@{FFFF}, the attackers have managed to exceed the @{6F6F}Minimum Threshold@{FFFF} set by the defenders.\n + Everyone has to wait until the end of the attack phase for the attackers to take over the Outpost.\n + ] +uittOutpostAttackAfterLoose [@{6F6F}After Attack@{FFFF}\n + The attackers have not managed to go over the @{6F6F}Minimum Threshold@{FFFF} set by the defenders during the @{6F6F}Attack Phase@{FFFF}.\n + So they have lost.\n + The outpost will be liberated completely at the end of the attack phase.\n + ] +uittOutpostDefenseBefore [@{6F6F}Before Defense@{FFFF}\n + The war continues! \n + During the @{6F6F}Attack Phase@{FFFF}, the attackers have managed to go beyond the @{6F6F}Minimum Threshold@{FFFF} set by the defenders.\n + They have temporary control of the outpost squads now.\n + These squads will only appear during the @{6F6F}Defense Phase@{FFFF}.\n + During this period, the defenders will try to reach the maximum @{6F6F}Round Level@{FFFF} set by the attackers.] +uittOutpostDefenseRound [@{6F6F}Defense Round!@{FFFF}\n + The defenders must reach the @{6F6F}Round Level@{FFFF} set by the attackers during their @{6F6F}Attack Phase@{FFFF}.\n + If they don't reach this level, the defending Guild will lose the outpost.\n + For each round won, the @{6F6F}Round Level@{FFFF} and the number of squads to be eliminated will increase.\n + For each round lost, the @{6F6F}Round Level@{FFFF} and the number of squads to be eliminated will decrease.\n + ] +uittOutpostDefenseAfter [@{6F6F}After Defense@{FFFF}\n + You have to wait until 24 hours after the end of the @{6F6F}Defense Phase@{FFFF} before learning who won.] +uiOutpostDescription [Description: ] +uittOutpostDescription [Outpost Description] +uiOutpostLevel [Level: ] +uittOutpostLevel [@{6F6F}Outpost Level@{FFFF}\n + The higher the Level of the Outpost, the higher the level of the defending squads and the highter the level of any produced materials.] +uiOutpostOwner [Owner: ] +uittOutpostOwner [The Guild owning the Outpost] +uiOutpostTribe [The Outpost is owned by a Marauding Tribe.] +uiOutpostAttacker [Attacker: ] +uittOutpostAttacker [The Guild currently attacking the Oupost] +uiOutpostStatus [Status: ] +uittOutpostStatus [Current state of the Outpost] +uiOutpostCrash [A server crash during the Attack or Defense Phase has canceled the Outpost war.\n + Any money spent on this war has been reimbursed to the guilds (i.e. the cost for declaring, for buying squads, etc.)] +uiOutpostWarStatus [WAR STATUS] +uiOutpostLvlThreshold [Minimum Threshold: ] +uittOutpostLvlThreshold [The @{6F6F}Minimum Threshold@{FFFF} is the @{6F6F}Round Level@{FFFF} that the attackers have to go beyond during their @{6F6F}Attack Phase@{FFFF}.\n + This threshold is calculated from the highest @{6F6F}Round Level@{FFFF} reached in the @{6F6F}Attack Phase@{FFFF} of the last Outpost takeover.\n + From that time, this threshold will decrease at a fairly slow rate.] +uiOutpostLvlMaxAttacker [Max. Attacker Round Level: ] +uittOutpostLvlMaxAttacker [Maximum @{6F6F}Round Level@{FFFF} reached by the Attackers.\n + This is the @{6F6F}Maximum Round@{FFFF} level that the Attackers were able to achieve during their @{6F6F}Attack Phase@{FFFF}.\n + ] +uiOutpostLvlMaxDefender [Max. Defender Round Level: ] +uittOutpostLvlMaxDefender [Maximum @{6F6F}Round Level@{FFFF} reached by the Defenders.\n + This is the Maximum @{6F6F}Round Level@{FFFF} that the Defenders were able to achieve during their @{6F6F}Defense Phase@{FFFF}.\n + ] +uiOutpostLvlCurrent [Current Round Level: ] +uittOutpostLvlCurrent [Current @{6F6F}Round Level@{FFFF}\n + During an Attack or Defense Phase, it is the @{6F6F}Round Level@{FFFF} currently reached by the side which is attacking the squads.\n + ] +uiOutpostRoundCur [Current Round: ] +uittOutpostRoundCur [Current @{6F6F}Round@{FFFF} \n + During an Attack or Defense Phase, this is the round currently in progress.\n + ] +uiOutpostWarSchedule [WAR SCHEDULE] +uiOutpostDefHour [Defense Time: ] +uittOutpostDefHour [@{6F6F}Defense Time@{FFFF}\n + Time at which the guild wants to defend its outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).] +uittOutpostDefHourError [@{6F6F}Defense Time@{FFFF}\n + Start of the 2 hour time period during which the guild wants to defend its outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).\n + @{F80F}The chosen start time has been modified as it was not at least 2 hours before the end of the Defense Phase.] +uittOutpostDefHourCannotEdit [You can only edit the Defense time if:\n + - You are an Officer of the Guild defending the Outpost.\n + - The status of the outpost is @{6F6F}Peace@{FFFF} or @{6F6F}War Declared@{FFFF}.\n + ] +uiOutpostDefPeriod [Defense Phase: ] +uittOutpostDefPeriod [@{6F6F}Defense Phase@{FFFF}\n + Time at which the guild will really defend its outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).] +uiOutpostAttPeriod [Attack Phase: ] +uittOutpostAttPeriod [@{6F6F}Attack Phase@{FFFF}\n + Time at which the attacking guild is really going to attack this outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).] +uiOutpostPeriodFormat [%dayname %daynumber %month from %timestart to %timeend] +uiOutpostPeriodEnded [Attack Ended] +uiOutpostTimeZone [Time Zone: ] +uittOutpostTimeZone [Select your time zone to display the time properly.\n + @{6F6F}Caution!@{FFFF} You have to take daylight saving time into account, if applicable.\n + It is the same for the @{6F6F}automatic mode@{FFFF}. For example, in France, during daylight saving time, the displayed mode will be GMT+2 (whereas France is normally GMT+1).] +uiOutpostDeclareWar [DECLARE WAR] +uittOutpostDeclareWar [Declare war on this Outpost\n + If your Guild wins, it will then own the Outpost.\n + ] +uiOutpostWarCost [COST OF DECLARING: ] +uiOutpostWarCostDesc [Declaring war on an outpost costs the guild money (For example the squads have to be paid during the Defense rounds).\n + \n + The amount will be deducted from your Guild's coffers, or from your own purse.\n + ] +uiOutpostAttHour [Attack Time: ] +uittOutpostAttHour [@{6F6F}Attack Time@{FFFF}\n + Time at which the guild wants to attack the outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).] +uittOutpostAttHourError [@{6F6F}Attack Time@{FFFF}\n + Start of the 2 hour time period during which the Guild wants to attack the outpost (@{6F6F}LOCAL@{FFFF} time in selected time zone).\n + @{F80F}The chosen start time has been modified as it was not at least 2 hours before the end of the Attack Phase.] +uittOutpostSquadDesc [Description of the selected Squad] +uiOutpostSetSquad [RECRUIT] +uittOutpostSetSquad [Recruit this squad instead of the selected one] +uiOutpostRemoveSquad [Remove] +uiOutpostInsertSquad [Insert] +uittOutpostRemoveSquad [Remove selected squad] +uittOutpostInsertSquad [Insert this squad before the selected one] +uittOutpostSquadLvl [This squad will only appear at a @{6F6F}Round Level@{FFFF} of @{6F6F}%lvl@{FFFF}.] +uitabOutpostStatus [STATUS] +uitabOutpostSquads [SQUADS] +uitabOutpostBuildings [BUILDINGS] +uiOutpostBuildingInfoOwned [Buildings in your Outpost: ] +uiOutpostBuildingInfoNotOwned [You cannot obtain more information about the enemy buildings.] +uiOutpostSSquad [ACTIVE SQUADS] +uittOutpostSSquad [Squads out and defending the outpost.\n + The number of squads out directly depends on the @{6F6F}Round Level@{FFFF}.\n + ] +uiOutpostTSquad [READY SQUADS] +uittOutpostTSquad [Squads ready to fight and waiting for the next Round.\n + Depending on the @{6F6F}Round Level@{FFFF}, only the first 'X' will come out.\n + ] +uiOutpostSSquadStart [Start of Round] +uittOutpostSSquadStart [Squads which appeared at the beginning of the Round] +uiOutpostSSquadDuring [During Round] +uittOutpostSSquadDuring [Squads which appeared one by one during the Round] +uiOutpostTSquadStart [Start of Round] +uittOutpostTSquadStart [Squads which will appear at beginning of the Round] +uiOutpostTSquadDuring [During the Round] +uittOutpostTSquadDuring [Squads which will appear one by one during the Round] +uiOutpostSquadEditDef [You are defending this Outpost.\n + During the @{6F6F}Attack Phase@{FFFF}, squads will come to defend this Outpost.\n + In this window you can see the squads already out as well as change the squads about to come out.\n + Note: Only High Officers and the Guild Leader can edit squads.] +uiOutpostSquadEditAtt [You are attacking this Outpost.\n + During the @{6F6F}Defense Phase@{FFFF}, squads will come out to attack the defenders who are trying to retain the Outpost.\n + In this window you can see the squads already out as well as change the squads about to come out.\n + Note: Only High Officers and the Guild Leader can edit squads.] +uiOutpostCapital [WAR COFFER] +uiOutpostCapitalDoc [The squads that you edit here do not cost the guild any money right away.\n + It only costs money when the squads come out for a round.\n + Nonetheless, if the guild does not have enough money to pay for a @{6F6F}squad spawn@{FFFF}, a default squad (much less powerful) will be used.\n + You also can limit squad expenses @{6F6F}via Outpost@{FFFF} by changing the @{6F6F}Coffers@{FFFF} below.\n + Every time there is a @{6F6F}squad spawn@{FFFF}, both the Guild's and the Outpost's (if possible) @{6F6F}Coffers@{FFFF} decrease.\n + Every time a @{6F6F}squad@{FFFF} comes back alive (even if only partially), the Guild's and the Outpost's @{6F6F}Coffers@{FFFF} increase.\n + ] +uiOutpostCapitalHeader [Coffer: ] +uiOutpostCapitalEditOK [Click to edit the Outpost's war @{6F6F}Coffer@{FFFF}.] +uiOutpostCapitalEditKO [Only a Guild Leader or High Officer can edit an Outpost's @{6F6F}Coffer@{FFFF}.] +uiOutpostChangeCapital [Change Coffer.] +uittPvpOutpostOutOfZone [You are taking part in an Outpost PvP conflict.\n + You got out of the zone, you will remain flagged PvP for a while longer. If you perform one of the following actions, the timer will start again:\n + @{T4}- Heal an ally.\n + @{T4}- Attack an enemy.\n + @{T4}- Return to the Outpost zone.] +uittPvpOutpostOn [You are taking part in an Outpost PvP conflict.\n + The Attack or Defense Phase has not begun yet but you can already fight with your enemies.] +uittPvpOutpostInRound [You are taking part in an Outpost PvP conflict.\n + A Combat Phase is taking place.\n + The current round is displayed in the icon.\n + The time remaining till the end of the round is displayed beneath the icon.] +uiOutpostJoinPVPProposalTitle [Outpost PvP] +uiOutpostJoinPVPProposalDesc [You are in an Outpost zone.\n + You can participate in the battle to take over or defend the Outpost.\n + If your Guild participates, you cannot fight against it (but you can remain neutral).\n + ] +uiOutpostJoinPVPAttack [ATTACK] +uiOutpostJoinPVPDefend [DEFEND] +uiOutpostJoinPVPNeutral [NEUTRAL] +uiOutpostJoinPVPAttHeader [Attacker: ] +uiOutpostJoinPVPDefHeader [Defender: ] +uiOutpostJoinPVPDefMarauder [Marauding Tribe] +uiOutpostJoinPVPTimer [@{FFFA}You will be automatically declared neutral in @{FFFF}%time@{FFFA} seconds.] +uimGcmOutpostBanishPlayer [Ban Player] +uimGcmOutpostBanishGuild [Ban Guild] +uiQConfirmOutpostBanPlayer [Do you really want to ban this player from the Outpost war?] +uiQConfirmOutpostBanGuild [Do you really want to ban this player's entire Guild from the Outpost war?] +uiOutpostAutoTimeZone [Auto] +uiOutpostDel [DEL] +uiOutpostTitle [OUTPOST] +uiOutpostSpawnZone [Zone] +uittOutpostSpawn [Squad spawn position] +uittOutpostDel0 [Abandon attack of this outpost] +uittOutpostDel1 [Abandon the outpost] +uittOutpostSquadCost [Squad recruitment cost] +uittOutpostSS [Squads that can be recruited] +uiSquadSpawnTitle [SQUAD SPAWN POSITION] +uiOutpostSquadShopTitle [SQUAD RECRUITMENT] +uiOutpostSS [Squads] +uiQConfirmGiveupOutpost [Do you really want to abandon this outpost?] +uiRespawnMapTitle [RESPAWN MAP] +uiRespawn [RESPAWN] +uiRespawnPoint [Respawn Point] +uiSquadSpawnPoint [Squad Spawn Position] +uiStable [Stable] +uittBack [Back] +uiLinksTitle [ACTIVE LINKS] +uiLinksCosts [COSTS] +uiStopLinkSpell [STOP SPELL] +uiLinkInfo [Details] +uiTIWaitLoot [Looting, wait...] +uiTIWaitQuartering [Quartering, wait...] +uiTIWaitForaging [Forage Progress...] +uiTIWaitBagFull [Bag full, wait...] +uiTIWaitCraft [Crafting, wait...] +uiTIWaitMissionItem [Mission: Wait...] +uiTIWaitCrystallize [Crystallizing, wait...] +uiTIForaging [%qt item(s) of quality %ql] +uiTILoot [Looted Items] +uiTIQuartering [Quartered Materials] +uiTIForageResult [Foraged Materials] +uiTIBagFull [Bag Full] +uiTICraft [Crafted Items] +uiTIMissionItem [Received Items] +uiTICrystallize [Crystallized Spell] +uiTIError [Items] +uihIntro [INTRODUCTION] +uihInterfaces [INTERFACES] +uihTutorial [TUTORIAL] +uihHowTo [HOW TO] +uihCreateNewChar [Create character] +uihManageChar [Manage character] +uihTalkToBot [Talk to a bot] +uihBuySellBot [Buy/Sell] +uihFight [Fight] +uihUseSpell [Use spell] +uihWhatIs [WHAT IS?] +uihAbilitiesItem [Abilities/Items] +uihMaps [MAPS] +uihMatisGenMap [Matis General] +uihHowToCraft [Craft] +uihHowToSelfHeal [Heal yourself] +uihHowToHealOther [Heal Others] +uihHowToCastOffensiveSpells [Cast Offensive Spells] +uihHowToChangeItemsInHand [Change Items in Hand] +uihHowToFindRMSources [Find Raw Materials] +uihHowToExtractRMFromASource [Extract Raw MaterialS] +uihHowToResurectADeadFriend [Resurrect a Dead Friend] +uihWhatIsSkillPoints [Skill points] +uihWhatIsYourStatsAndCharac [Your stats and characteristics] +uihGameInfo [GAME INFO] +uihItem [Items] +uihPhrase [Actions] +uihBrick [Stanzas] +uihMission [Missions] +uihPact [Pacts] +uihJewelry [Jewelry] +uihIdentity [My Statistics] +uihGauges [My Gauges] +uihTarget [Target] +uihHands [Action Bar] +uihMainChat [Main Chat] +uihCompas [Compass] +uihPA [Animals] +uihActionBook [Actions] +uihTradeNPC [NPC Trade] +uihCredits [GAME CREDITS] +uihArmor [Armor] +uihShield [Shields] +uihMWeapon [Melee Weapons] +uihRWeapon [Range Weapons] +uihAmmo [Ammo] +uihRawMat [Raw Materials] +uihCraftTool [Crafting Tools] +uihHarvestTool [Harvesting Tools] +uihItemMisc [Miscellaneous] +uiLife [Life] +uiSap [Sap] +uiStamina [Stamina] +uiFocus [Focus] +uiActionProgression [Action Progress] +uiCurrentAction [Current Action] +uiHunger [Hunger] +uiActionStatus [Current Action Progress] +uiSapBarDisplay [SAP DISPLAY] +uiStaBarDisplay [STAMINA DISPLAY] +uiFocBarDisplay [FOCUS DISPLAY] +uiXpBonusInfo [XP Bonus: Level @{6F6F}%lvl@{FFFF} x @{6F6F}%count@{FFFF}] +uittXpBonus [An experience catalyzer is active; you receive a bonus to any XP you set using skills lower than the quality of the catalyzer.\n + Click here to deactivate it.] +uittDeathPenalty [@{6F6F}You have a Death Penalty\n + @{FFFF}Each time you die and are resurrected by the Kami or Karavan,\n + the value of the Death Penalty increases.\n + From now on all XP that you earn will be used to reduce the penalty.\n + When the penalty reaches 0 you will start to gain XP normally.\n + Your Death Penalty is currently @{6F6F}%dp@{FFFF}%.] +uiHpMax [Hit Points Max] +uiHpReg [Hit Points Reg] +uiStaMax [Stamina Max] +uiStaReg [Stamina Reg] +uiSapMax [Sap Max] +uiSapReg [Sap Reg] +uiWishMax [Focus Max] +uiWishReg [Focus Reg] +uitabFameYou [YOU] +uitabFameGuild [GUILD] +uitabFameTribes [TRIBES] +uitabFamePvp [PVP] +uiFameKami [Kami] +uiFameKaravan [Karavan] +uiFameTryton [Tryton] +uiFameFyros [Fyros] +uiFameMatis [Matis] +uiFameTryker [Tryker] +uiFameZorai [Zoraï] +uiFameHominists [Hominist] +uiFameMarauders [Marauder] +uiFameAgnos [Atheist] +uiFameUrasies [Theist] +uiFameAllegianceCult [Cult allegiance: ] +uiFameAllegianceCiv [Civilization allegiance: ] +uiFameAllegiance0 [Undetermined] +uiFameAllegiance1 [Neutral] +uiFameAllegiance2 [Kami] +uiFameAllegiance3 [Karavan] +uiFameAllegiance4 [Fyros] +uiFameAllegiance5 [Matis] +uiFameAllegiance6 [Tryker] +uiFameAllegiance7 [Zoraï] +uittFameAllegianceCiv0 [Your civilization allegiance is @{2F2F}undetermined@{FFFF}.\n + This can happen for instance if your guild lost its allegiance due to low fame.\n + When you are in this state you cannot gain fame anymore. You can:\n + @{T4}- become neutral\n + @{T4}- leave your guild and go see a @{2F2F}magistrate@{FFFF} in the capital city of a civilization, if you want to swear allegiance to it (fame of @{2F2F}30@{FFFF} required).\n + @{T4}- wait till your guild can declare its allegiance again, to declare yours.] +uittFameAllegianceCiv1 [You are a @{2F2F}stateless person@{FFFF}.\n + You are limited in your civilization fames but you can join any guild.\n + To swear allegiance to a civilization, you have to go and see the @{2F2F}magistrate@{FFFF} in the appropriate capital city.\n + You must have at least @{2F2F}30@{FFFF} fame for that civilization.] +uittFameAllegianceCiv4 [You have sworn allegiance to the @{2F2F}Fyros@{FFFF}.\n + This enables you to have a higher Fyros fame, but any guild you want to join also has to have a Fyros allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + You automatically lose your allegiance if your @{2F2F}Fyros@{FFFF} fame reaches 0.] +uittFameAllegianceCiv5 [You have sworn allegiance to the @{2F2F}Matis@{FFFF}.\n + This enables you to have a higher Matis fame, but your guild also has to have a Matis allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + You automatically lose your allegiance if your @{2F2F}Matis@{FFFF} fame reaches 0.] +uittFameAllegianceCiv6 [You have sworn allegiance to the @{2F2F}Trykers@{FFFF}.\n + This enables you to have a higher Tryker fame, but your guild also has to have a Tryker allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + You automatically lose your allegiance if your @{2F2F}Tryker@{FFFF} fame reaches 0.] +uittFameAllegianceCiv7 [You have sworn allegiance to the @{2F2F}Zoraïs@{FFFF}.\n + This enables you to have a higher Zoraï fame, but your guild also has to have a Zoraï allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + You automatically lose your allegiance if your @{2F2F}Zoraï@{FFFF} fame reaches 0.] +uittFameAllegianceCult0 [Your cult allegiance is @{2F2F}undetermined@{FFFF}.\n + This can happen for instance if your guild lost its allegiance due to low fame.\n + In this state you cannot gain fame anymore. You can:\n + @{T4}- become neutral\n + @{T4}- leave your guild and go see a @{2F2F}bonze@{FFFF} or a @{2F2F}priest@{FFFF} in the temple of a cult, if you want to swear allegiance to it (fame of @{2F2F}30@{FFFF} required).\n + @{T4}- wait till your guild can declare its allegiance again, to declare yours.] +uittFameAllegianceCult1 [You are an @{2F2F}unbeliever@{FFFF}.\n + You are limited in your cult fames but you can join any guild.\n + To swear allegiance to a cult, you have to go see the @{2F2F}priest@{FFFF} or the @{2F2F}bonze@{FFFF} in the appropriate temple.\n + You must have at least @{2F2F}30@{FFFF} fame for that cult.] +uittFameAllegianceCult2 [You have sworn allegiance to the @{2F2F}Kami@{FFFF}.\n + This enables you to have a higher Kami fame, but your guild also has to have a Kami allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}priest@{FFFF} or a @{2F2F}bonze@{FFFF} in a temple.\n + You automatically lose your allegiance if your @{2F2F}Kami@{FFFF} fame reaches 0.] +uittFameAllegianceCult3 [You have sworn allegiance to the @{2F2F}Karavan@{FFFF}.\n + This enables you to have a higher Karavan fame, but your guild also has to have a Karavan allegiance.\n + To renounce your allegiance, you can go see a @{2F2F}priest@{FFFF} or a @{2F2F}bonze@{FFFF} in a temple.\n + You automatically lose your allegiance if your @{2F2F}Karavan@{FFFF} fame reaches 0.] +uittFameAllegianceCivGuild0 [The civilization allegiance of your guild is @{2F2F}undetermined@{FFFF}.\n + Your guild cannot gain fame at this time. The guild leader can:\n + @{T4}- make the allegiance of the guild neutral\n + @{T4}- swear allegiance to a civilization by going to a guild @{2F2F}magistrate@{FFFF} in the appropriate capital city (No minimum fame required).] +uittFameAllegianceCivGuild1 [Your guild is @{2F2F}stateless@{FFFF}.\n + It is limited in its civilization fames and can only enrole members with a Neutral allegiance.\n + To swear allegiance to a civilization, The guild leader has to go see the guild @{2F2F}magistrate@{FFFF} in the appropriate capital city.\n + The guild must have at least @{2F2F}30@{FFFF} fame for that civilization.] +uittFameAllegianceCivGuild4 [Your guild has sworn allegiance to the @{2F2F}Fyros@{FFFF}.\n + This enables it to have a higher Fyros fame, and to enrole members who have Fyros or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + Your guild automatically loses its allegiance if its @{2F2F}Fyros@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uittFameAllegianceCivGuild5 [Your guild has sworn allegiance to the @{2F2F}Matis@{FFFF}.\n + This enables it to have a higher Matis fame, and to enrole members who have Matis or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + Your guild automatically loses its allegiance if its @{2F2F}Matis@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uittFameAllegianceCivGuild6 [Your guild has sworn allegiance to the @{2F2F}Trykers@{FFFF}.\n + This enables it to have a higher Tryker fame, and to enrole members who have Tryker or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + Your guild automatically loses its allegiance if its @{2F2F}Tryker@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uittFameAllegianceCivGuild7 [Your guild has sworn allegiance to the @{2F2F}Zoraïs@{FFFF}.\n + This enables it to have a higher Zoraï fame, and to enrole members who have Zoraï or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}magistrate@{FFFF} in one of the capital cities.\n + Your guild automatically loses its allegiance if its @{2F2F}Zoraï@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uittFameAllegianceCultGuild0 [The cult allegiance of your guild is @{2F2F}undetermined@{FFFF}.\n + Your guild cannot gain any more fame. The guild leader can:\n + @{T4}- make the allegiance of the guild neutral\n + @{T4}- swear allegiance to a cult by going to a guild @{2F2F}priest@{FFFF} or a guild @{2F2F}bonze@{FFFF} in an appropriate temple (No minimum fame required).] +uittFameAllegianceCultGuild1 [Your guild is @{2F2F}unbelieving@{FFFF}.\n + It is limited in its cult fames and can only enrole members with a Neutral allegiance.\n + To swear allegiance to a cult, the guild leader has to go see a guild @{2F2F}bonze@{FFFF} or @{2F2F}priest@{FFFF} in an appropriate temple.\n + The guild must have at least @{2F2F}30@{FFFF} in the corresponding cult fame.] +uittFameAllegianceCultGuild2 [Your guild has sworn allegiance to the @{2F2F}Kami@{FFFF}.\n + This enables it to have a higher Kami fame, and to enrole members who have Kami or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}bonze@{FFFF} or a guild @{2F2F}priest@{FFFF} in a temple.\n + Your guild automatically loses its allegiance if its @{2F2F}Kami@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uittFameAllegianceCultGuild3 [Your guild has sworn allegiance to the @{2F2F}Karavan@{FFFF}.\n + This enables it to have a higher Karavan fame, and to enrole members who have Karavan or Neutral allegiances.\n + To renounce allegiance, the leader of the guild can go see a guild @{2F2F}bonze@{FFFF} or a guild @{2F2F}priest@{FFFF} in a temple.\n + Your guild automatically loses its allegiance if its @{2F2F}Karavan@{FFFF} fame reaches 0. The members then have an undetermined allegiance.] +uiFameAllegianceCivSetNeutral [Become Neutral] +uiFameAllegianceCultSetNeutral [Become Neutral] +uiFameAllegianceCivSetNeutralTT [Set Civilization Allegiance to Neutral] +uiFameAllegianceCultSetNeutralTT [Set Cult Allegiance to Neutral] +uiFameAllegianceCivSetNeutralWarning [Be careful! By becoming Neutral you may lose civilization fame (Fyros/Matis/Tryker/Zoraï) if you have any above the maximum possible for Neutrals.] +uiFameAllegianceCultSetNeutralWarning [Be careful! By becoming Neutral you may lose cult fame (Kami/Karavan) if you have any above the maximum possible for Neutrals.] +uiFameAllegianceCivSetNeutralGuildTT [By becoming Neutral your guild will become nationless,\n + it won't have any Civilization Allegiance.\n + Only the Guild Leader can do this.] +uiFameAllegianceCultSetNeutralGuildTT [By becoming Neutral your guild will become unbelievers,\n + it won't have any Cult Allegiance.\n + Only the Guild Leader can do this.] +uiFameAllegianceCivSetNeutralGuildWarning [Be careful! By becoming Neutral your Guild may lose cult fame (Kami/Karavan) if you have any above the maximum possible for Neutral Guilds.] +uiFameAllegianceCultSetNeutralGuildWarning [Be careful! By becoming Neutral your Guild may lose cult fame (Kami/Karavan) if you have any above the maximum possible for Neutral Guilds.] +uiFame_tribe_ancient_dryads [Ancient Dryads] +uiFame_tribe_antikamis [Anti-Kamis] +uiFame_tribe_barkers [Barkers] +uiFame_tribe_beachcombers [Beach Combers] +uiFame_tribe_black_circle [Black Circle] +uiFame_tribe_cholorogoos [Cholorogoos] +uiFame_tribe_cockroaches [Cockroaches] +uiFame_tribe_company_of_the_eternal_tree [Company of the Eternal Tree] +uiFame_tribe_corsair [Corsairs] +uiFame_tribe_cute [Cuzans] +uiFame_tribe_darkening_sap [Darkening Sap] +uiFame_tribe_dune_riders [Dune Riders] +uiFame_tribe_ecowarriors [Ecowarriors] +uiFame_tribe_firebrands [Firebrands] +uiFame_tribe_first_deserter [First Deserters] +uiFame_tribe_frahar [Fraiders] +uiFame_tribe_frahar_hunters [Frahar Hunters] +uiFame_tribe_gibbay [Gibads] +uiFame_tribe_goo_heads [Goo Heads] +uiFame_tribe_green_seed [Green Seed] +uiFame_tribe_hamazans_of_the_dead_seed [Hamazans of the Dead Seed] +uiFame_tribe_icon_workshipers [Icon Worshippers] +uiFame_tribe_keepers [Keepers] +uiFame_tribe_kitin_gatheres [Kitin Gatherers] +uiFame_tribe_lagoon_brothers [Lagoon Brothers] +uiFame_tribe_lawless [Lawless] +uiFame_tribe_leviers [Leviers] +uiFame_tribe_master_of_the_goo [Masters of the Goo] +uiFame_tribe_matisian_border_guards [Matisian Border Guards] +uiFame_tribe_night_turners [Night Turners] +uiFame_tribe_oasis_diggers [Oasis Diggers] +uiFame_tribe_pyromancers [Pyromancers] +uiFame_tribe_recoverers [Recoverers] +uiFame_tribe_renegades [Renegades] +uiFame_tribe_restorers [Restorers] +uiFame_tribe_root_tappers [Root Tappers] +uiFame_tribe_sacred_sap [Sacred Sap] +uiFame_tribe_sap_gleaners [Sap Gleaners] +uiFame_tribe_sap_slaves [Sap Slaves] +uiFame_tribe_scorchers [Scorchers] +uiFame_tribe_shadow_runners [Shadow Runners] +uiFame_tribe_siblings_of_the_weeds [Siblings of the Weeds] +uiFame_tribe_silt_sculptors [Silt Sculptors] +uiFame_tribe_slavers [Slavers] +uiFame_tribe_smuglers [Smugglers] +uiFame_tribe_the_arid_matis [Arid Matis] +uiFame_tribe_the_kuilde [Kuilde] +uiFame_tribe_the_slash_and_burn [Slash and Burn] +uiFame_tribe_tutors [Tutors] +uiFame_tribe_water_breakers [Water Breakers] +uiFame_tribe_woven_bridles [Woven Bridles] +uittFameKOS [Guards can kill you on sight.] +uittFameNoTrade [No trading possible] +uittFameWeakTrade [Weak trading] +uittFameNormal [Normal trading] +uittFameMaxPossible [Max. Possible Fame: %famemax] +uiPvpFameAllegiance [Allegiances:] +uiPvpFameNoCultAllegiance [You have not pledged allegiance to a cult.] +uiPvpFameNoCivAllegiance [You have not pledged allegiance to a civilization.] +uiPvpFameAllegiancePoints [Points of faction @{FE7F}%faction@{2F2F}: %points] +uittPvpFameInfo [You can activate your @{2F2F}PvP Tag@{FFFF} by clicking on the sword icon in the Player window.\n + You will get @{2F2F}bonus@{FFFF} if you happen to be in an area controlled by your faction.\n + You will get @{2F2F}malus@{FFFF} if you happen to be in an area controlled by the opposing faction.] +uittPvpFameAllegianceInfo [You gain points when you kill a member of the opposing @{2F2F}faction@{FFFF} or when you destroy an enemy @{2F2F}spire@{FFFF}.] +uiPvpEffectInfo [\n + Effects of the spires:] +uiPvpEffectBonus [@{FFFF}Bonus:] +uiPvpEffectMalus [@{FFFF}Malus:] +uiPvPEffect_region_imperialdunes_Bonus [@{FE7F}Base of Imperial Dunes @{FFFF}:\n + Increases craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_imperialdunes_Malus [@{FE7F}Base of Imperial Dunes @{FFFF}:\n + Reduces craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_oflovaksoasis_Bonus [@{FE7F}Base of Oflovak's Oasis @{FFFF}:\n + Increases balance by @{2F2F}%n] +uiPvPEffect_region_oflovaksoasis_Malus [@{FE7F}Base of Oflovak's Oasis @{FFFF}:\n + Reduces balance by @{2F2F}%n] +uiPvPEffect_region_frahartowers_Bonus [@{FE7F}Base of Frahar Towers @{FFFF}:\n + Increases strength by @{2F2F}%n] +uiPvPEffect_region_frahartowers_Malus [@{FE7F}Base of Frahar Towers @{FFFF}:\n + Reduces strength by @{2F2F}%n] +uiPvPEffect_region_dunesofexil_Bonus [@{FE7F}Base of Dunes of Exile @{FFFF}:\n + Increases critical hit damage by @{2F2F}%p] +uiPvPEffect_region_dunesofexil_Malus [@{FE7F}Base of Dunes of Exile @{FFFF}:\n + Reduces critical hit damage by @{2F2F}%p] +uiPvPEffect_region_outlawcanyon_Bonus [@{FE7F}Base of Outlaw Canyon @{FFFF}:\n + Reduces aggressivity of extractions by @{2F2F}%p] +uiPvPEffect_region_outlawcanyon_Malus [@{FE7F}Base of Outlaw Canyon @{FFFF}:\n + Increases agressivity of extractions by @{2F2F}%p] +uiPvPEffect_region_sawdustmines_Bonus [@{FE7F}Base of Sawdust Mines @{FFFF}:\n + Increases constitution by @{2F2F}%n] +uiPvPEffect_region_sawdustmines_Malus [@{FE7F}Base of Sawdust mines @{FFFF}:\n + Reduces constitution by @{2F2F}%n] +uiPvPEffect_region_thesavagedunes_Bonus [@{FE7F}Base of Savage Dunes @{FFFF}:\n + Increases armors protection by @{2F2F}%p] +uiPvPEffect_region_thesavagedunes_Malus [@{FE7F}Base of Savage Dunes @{FFFF}:\n + Reduces armors protection by @{2F2F}%p] +uiPvPEffect_region_thescorchedcorridor_Bonus [@{FE7F}Base of Scorched Corridor @{FFFF}:\n + Increases metabolism by @{2F2F}%n] +uiPvPEffect_region_thescorchedcorridor_Malus [@{FE7F}Base of Scorched Corridor @{FFFF}:\n + Reduces metabolism by @{2F2F}%n] +uiPvPEffect_region_knotofdementia_Bonus [@{FE7F}Base of Knot of Dementia @{FFFF}:\n + Increases magic resistance by @{2F2F}%p] +uiPvPEffect_region_knotofdementia_Malus [@{FE7F}Base of Knot of Dementia @{FFFF}:\n + Reduces magic resistance by @{2F2F}%p] +uiPvPEffect_region_havenofpurity_Bonus [@{FE7F}Base of Haven of Purity @{FFFF}:\n + Increases wisdom by @{2F2F}%n] +uiPvPEffect_region_havenofpurity_Malus [@{FE7F}Base of Haven of Purity @{FFFF}:\n + Reduces wisdom by @{2F2F}%n] +uiPvPEffect_region_thevoid_Bonus [@{FE7F}Base of Void @{FFFF}:\n + Increases intelligence by @{2F2F}%n] +uiPvPEffect_region_thevoid_Malus [@{FE7F}Base of Void @{FFFF}:\n + Reduces intelligence by @{2F2F}%n] +uiPvPEffect_region_citiesofintuition_Bonus [@{FE7F}Base of Cities of Intuition @{FFFF}:\n + Increases craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_citiesofintuition_Malus [@{FE7F}Base of Cities of Intuition @{FFFF}:\n + Reduces craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_maidengrove_Bonus [@{FE7F}Base of Maiden Grove @{FFFF}:\n + Increases the quantity of foraged raw materials by @{2F2F}%p] +uiPvPEffect_region_maidengrove_Malus [@{FE7F}Base of Maiden Grove @{FFFF}:\n + Reduces the quantity of foraged raw materials by @{2F2F}%p] +uiPvPEffect_region_groveofumbra_Bonus [@{FE7F}Base of Grove of Umbra @{FFFF}:\n + Increases offensive spells damage by @{2F2F}%p] +uiPvPEffect_region_groveofumbra_Malus [@{FE7F}Base of Grove of Umbra @{FFFF}:\n + Reduces offensive spells damage by @{2F2F}%p] +uiPvPEffect_region_libertylake_Bonus [@{FE7F}Base of Liberty Lake @{FFFF}:\n + Increases craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_libertylake_Malus [@{FE7F}Base of Liberty Lake @{FFFF}:\n + Reduces craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_restingwater_Bonus [@{FE7F}Base of Resting Water @{FFFF}:\n + Gives a protection in the form of a thorny shield which returns @{2F2F}%p @{FFFF}of damage] +uiPvPEffect_region_restingwater_Malus [@{FE7F}Base of Resting Water @{FFFF}:\n + No effect] +uiPvPEffect_region_dewdrops_Bonus [@{FE7F}Base of Dew Drops @{FFFF}:\n + Increases will by @{2F2F}%n] +uiPvPEffect_region_dewdrops_Malus [@{FE7F}Base of Dew Drops @{FFFF}:\n + Reduces will by @{2F2F}%n] +uiPvPEffect_region_enchantedisle_Bonus [@{FE7F}Base of Enchanted Isle @{FFFF}:\n + Increases wisdom by @{2F2F}%n] +uiPvPEffect_region_enchantedisle_Malus [@{FE7F}Base of Enchanted Isle @{FFFF}:\n + Reduces wisdom by @{2F2F}%n] +uiPvPEffect_region_thefount_Bonus [@{FE7F}Base of Fount @{FFFF}:\n + Increases dexterity by @{2F2F}%n] +uiPvPEffect_region_thefount_Malus [@{FE7F}Base of Fount @{FFFF}:\n + Reduces dexterity by @{2F2F}%n] +uiPvPEffect_region_lagoonsofloria_Bonus [@{FE7F}Base of Lagoons of Loria @{FFFF}:\n + Increases the regeneration of raw materials in all the sources by @{2F2F}%p] +uiPvPEffect_region_lagoonsofloria_Malus [@{FE7F}Base of Lagoons of Loria @{FFFF}:\n + No effect] +uiPvPEffect_region_bountybeaches_Bonus [@{FE7F}Base of Bounty Beaches @{FFFF}:\n + Increases concentration during the casting of a spell by @{2F2F}%p] +uiPvPEffect_region_bountybeaches_Malus [@{FE7F}Base of Bounty Beaches @{FFFF}:\n + Reduces concentration during the casting of a spell by @{2F2F}%p] +uiPvPEffect_region_windsofmuse_Bonus [@{FE7F}Base of Winds of Muse @{FFFF}:\n + Increases constitution by @{2F2F}%n] +uiPvPEffect_region_windsofmuse_Malus [@{FE7F}Base of Winds of Muse @{FFFF}:\n + Reduces constitution by @{2F2F}%n] +uiPvPEffect_region_majesticgarden_Bonus [@{FE7F}Base of Majestic Garden @{FFFF}:\n + Increases craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_majesticgarden_Malus [@{FE7F}Base of Majestic Garden @{FFFF}:\n + Reduces craftsmen's chances of success by @{2F2F}%p] +uiPvPEffect_region_groveofconfusion_Bonus [@{FE7F}Base of Grove of Confusion @{FFFF}:\n + Increases the intensity of the links created by afflicting spells like the effects of healing spells by @{2F2F}%p] +uiPvPEffect_region_groveofconfusion_Malus [@{FE7F}Base of Grove of Confusion @{FFFF}:\n + Reduces the intensity of the links created by afflicting spells like the effects of healing spells by @{2F2F}%p] +uiPvPEffect_region_knollofdissent_Bonus [@{FE7F}Base of Knoll of Dissent @{FFFF}:\n + Increases balance by @{2F2F}%n] +uiPvPEffect_region_knollofdissent_Malus [@{FE7F}Base of Knoll of Dissent @{FFFF}:\n + Reduces balance by @{2F2F}%n] +uiPvPEffect_region_fleetinggarden_Bonus [@{FE7F}Base of Fleeting Garden @{FFFF}:\n + Increases intelligence by @{2F2F}%n] +uiPvPEffect_region_fleetinggarden_Malus [@{FE7F}Base of Fleeting Garden @{FFFF}:\n + Reduces intelligence by @{2F2F}%n] +uiPvPEffect_region_upperbog_Bonus [@{FE7F}Base of Upper Bog @{FFFF}:\n + Reduces aggressivity of extractions by @{2F2F}%p] +uiPvPEffect_region_upperbog_Malus [@{FE7F}Base of Upper Bog @{FFFF}:\n + Increases aggressivity of extractions by @{2F2F}%p] +uiPvPEffect_region_hiddensource_Bonus [@{FE7F}Base of Hidden Source @{FFFF}:\n + Increases parry and dodge by @{2F2F}%p] +uiPvPEffect_region_hiddensource_Malus [@{FE7F}Base of Hidden Source @{FFFF}:\n + Reduces parry and dodge by @{2F2F}%p] +uiPvPEffect_region_hereticshovel_Bonus [@{FE7F}Base of Heretic's Hovel @{FFFF}:\n + Increases metabolism by @{2F2F}%n] +uiPvPEffect_region_hereticshovel_Malus [@{FE7F}Base of Heretic's Hovel @{FFFF}:\n + Reduces metabolism by @{2F2F}%n] +uiPvPEffect_region_the_abyss_of_ichor_Bonus [@{FE7F}Base of Abyss of Ichor @{FFFF}:\n + Increases strength by @{2F2F}%n] +uiPvPEffect_region_the_abyss_of_ichor_Malus [@{FE7F}Base of Abyss of Ichor @{FFFF}:\n + Reduces strength by @{2F2F}%n] +uiPvPEffect_region_the_windy_gate_Bonus [@{FE7F}Base of Windy Gate @{FFFF}:\n + Increases dexterity by @{2F2F}%n] +uiPvPEffect_region_the_windy_gate_Malus [@{FE7F}Base of Windy Gate @{FFFF}:\n + Reduces dexterity by @{2F2F}%n] +uiPvPEffect_region_the_elusive_forest_Bonus [@{FE7F}Base of Elusive Forest @{FFFF}:\n + Increases will by @{2F2F}%n] +uiPvPEffect_region_the_elusive_forest_Malus [@{FE7F}Base of Elusive Forest @{FFFF}:\n + Reduces will by @{2F2F}%n] +uiPvPEffect_region_gate_of_obscurity_Bonus [@{FE7F}Base of Gate of Obscurity @{FFFF}:\n + Increases moving speed by @{2F2F}%p] +uiPvPEffect_region_gate_of_obscurity_Malus [@{FE7F}Base of Gate of Obscurity @{FFFF}:\n + Reduces moving speed by @{2F2F}%p] +uiPvPEffect_region_the_trench_of_trials_Bonus [@{FE7F}Base of Trench of Trials @{FFFF}:\n + Increases melee weapons damage by @{2F2F}%p] +uiPvPEffect_region_the_trench_of_trials_Malus [@{FE7F}Base of Trench of Trials @{FFFF}:\n + Reduces melee weapons damage by @{2F2F}%p] +uiPvPEffect_region_the_land_of_continuty_Bonus [@{FE7F}Base of Land of Continuity @{FFFF}:\n + Increases the quantity of foraged raw materials by @{2F2F}%p] +uiPvPEffect_region_the_land_of_continuty_Malus [@{FE7F}Base of Land of Continuity @{FFFF}:\n + Reduces the quantity of foraged raw materials by @{2F2F}%p] +uiPvPEffect_region_forbidden_depths_Bonus [@{FE7F}Base of Forbidden Depths @{FFFF}:\n + Increases moving speed by @{2F2F}%p] +uiPvPEffect_region_forbidden_depths_Malus [@{FE7F}Base of Forbidden Depths @{FFFF}:\n + Reduces moving speed by @{2F2F}%p] +uiPvPEffect_region_the_sunken_city_Bonus [@{FE7F}Base of Sunken City @{FFFF}:\n + Increases the regeneration of raw materials in all the sources by @{2F2F}%p] +uiPvPEffect_region_the_sunken_city_Malus [@{FE7F}Base of Sunken City @{FFFF}:\n + No effect] +uiPvPEffect_region_the_under_spring_Bonus [@{FE7F}Base of Under Spring @{FFFF}:\n + Increases the rate of fire of throwing weapons by @{2F2F}%p] +uiPvPEffect_region_the_under_spring_Malus [@{FE7F}Base of Under Spring @{FFFF}:\n + Reduces the rate of fire of throwing weapons by @{2F2F}%p] +uiPvPEffect_region_nexus_Bonus [@{FE7F}Nexus @{FFFF}:\n + Increases the regeneration of raw materials in all the sources by @{2F2F}%p] +uiPvPEffect_region_nexus_Malus [@{FE7F}Nexus @{FFFF}:\n + No effect] +uiHPDesc [@{6F6F}HP@{FFFF}, \n + hit points measure the amount of damage a character can take before going into a coma.] +uiStaDesc [@{6F6F}Stamina@{FFFF}, \n + used by physical combat actions, stamina measures a character's current state of fatigue.] +uiSapDesc [@{6F6F}Sap@{FFFF}, \n + the energy that allows a character to channel magical power.] +uiFocDesc [@{6F6F}Focus@{FFFF}, \n + measure the character's ability to concentrate.] +uiConsDesc [@{6F6F}Constitution@{FFFF}, \n + measure the character's ability to engage in long-term periods of strenuous physical activity.] +uiIntDesc [@{6F6F}Intelligence@{FFFF}, \n + a measure of how well a character can focus their mental abilities.] +uiStrDesc [@{6F6F}Strength@{FFFF}, \n + statistic measures the physical strength a character possess.] +uiDexDesc [@{6F6F}Dexterity@{FFFF}, \n + measure how skilled a character is at doing fine work with their hands.] +uiMetaDesc [@{6F6F}Metabolism@{FFFF}, \n + measure the rate at which a character's body can recover from injury.] +uiWisDesc [@{6F6F}Wisdom@{FFFF}, \n + is a measure of mental control. Wisdom is essential for any that wish to use Magic.] +uiWBDesc [@{6F6F}Balance@{FFFF}, \n + characters that have a greater control over their physical state will have high Balance scores.] +uiWillDesc [@{6F6F}Will@{FFFF} \n + the ability to maintain a high level of concentration over longer periods of time.] +uiValues [VALUES] +uiRegeneration [REGENERATION] +uiCarac_HpMax [Constitution] +uiCarac_HpReg [Metabolism] +uiCarac_StaMax [Strength] +uiCarac_StaReg [Balance] +uiCarac_SapMax [Intelligence] +uiCarac_SapReg [Wisdom] +uiCarac_WishMax [Dexterity] +uiCarac_WishReg [Will] +uiCaracId0 [Constitution] +uiCaracId1 [Metabolism] +uiCaracId2 [Intelligence] +uiCaracId3 [Wisdom] +uiCaracId4 [Strength] +uiCaracId5 [Balance] +uiCaracId6 [Dexterity] +uiCaracId7 [Will] +uiScoreMax [Maximum Score Values] +uiScoreRegen [Score Regeneration Values] +uiDisease [Disease] +uiTechno [Techno] +uiImpact [Impact] +uiFear [Fear] +uiMagicResist [Magic] +uiScores [STATS] +uiCaracs [CHARACTERISTICS] +uiResistances [RESISTANCES] +uiLVL [Level] +uiLevel [Level] +uiCap [CAP] +uiSkillJobLVL [Level: ] +uiStatusTitle [STATUS] +uiCareers [CAREERS] +uiSkillsTitle [IDENTITY] +uiJournalTitle [MISSIONS] +uiCurMissions [CURRENT MISSIONS] +uiComMissions [COMPLETED MISSIONS] +uiPacts [PACTS] +uiMissionTimerSecond [s] +uiMissionTimerMinute [m] +uiMissionTimerHour [h] +uiMissionTimerDay [d] +uiMissionDetails [MISSION DETAILS] +uiAbilitiesTitle [ABILITIES] +uiFaberTitle [RANGER] +uiMagicSuffixTitle [MAGIC SUFFIXES] +uiFaberSuffixTitle [RANGER SUFFIXES] +uittMissionAbandon [Abandon] +uittMissionFinished [Finished] +uiFameDetail [Details] +uiGuildFameProgress [Guild Fame Progress: ] +uiInfo [INFO] +uiPeopleAdd [ADD] +uiJoinChatQuestion [Do you want to join party chat?] +uiColorR [R] +uiColorG [G] +uiColorB [B] +uiColorT [T] +uiJoinGuildProposal [GUILD INVITATION] +uiJoinDuelProposal [WARNING - DUEL PROPOSAL] +uiJoinClanProposalTitle [PvP Clan] +uiPvpClanNeutral [Neutral] +uiJoinClanProposalDesc [You enter a Clan PvP area. Choose a Clan or stay Neutral. Warning: choosing a Clan may impact your fame! ] +uiInfosSystem [MY INFO SYSTEM] +uiAscensorTeleportList [DESTINATIONS] +uiTeleportLocation [TELEPORT LOCACTIONS] +uimNewPartyChat [NEW PARTY CHAT] +uimNewUserChat [NEW USER CHAT] +uimRemoveUserChat [REMOVE USER CHAT] +uimDismiss [Dismiss] +/* OLD VALUE : [Set Successor] */ +uimSetSuccesor [Set Successor] +uimTarget [Target] +uimTeamCompass [Compass Target] +uimEmotes [EMOTES] +uimEmote1 [Emote 1] +uimEmote2 [Emote 2] +uimEmote3 [Emote 3] +uimEmote4 [Emote 4] +uimEmote5 [Emote 5] +uimEmote6 [Emote 6] +uimEmote7 [Emote 7] +uimCommands [COMMANDS] +uimCommand1 [COMMAND 1] +uimCommand2 [COMMAND 2] +uimCommand3 [COMMAND 3] +uimCommand4 [COMMAND 4] +uimCommand5 [COMMAND 5] +uimCommand6 [COMMAND 6] +uimQuitTeam [Leave Team] +uimSeedsSharing [SHARING SEEDS] +uimRemove [REMOVE] +uimMoveTo [MOVE TO] +uimIgnoreList [IGNORE LIST] +uimMoveToIgnoreList [MOVE TO IGNORE LIST] +uimMoveToFriendList [MOVE TO FRIENDS LIST] +uimBlock [BLOCK] +uimTell [TELL] +uimUnBlock [UNBLOCK] +uimFriendList [FRIENDS LIST] +uimSort [Sort] +uimRemovePartyChat [REMOVE PARTY CHAT] +uimInvite [Team Invite] +uimAddAllGM [ADD ALL GUILD MEMBERS] +uimRemoveAllGM [REMOVE ALL GUILD MEMBERS] +uimAddAllTM [ADD ALL TEAM MEMBERS] +uimRemoveAllTM [REMOVE ALL TEAM MEMBERS] +uitabChatAround [AROUND] +uitabChatUniverse [UNIVERSE] +uitabChatRegion [REGION] +uitabChatTeam [TEAM] +uitabChatGuild [GUILD] +uitabChatSysInfo [SYS. INFO] +uitabChatUser [USER] +uiFilterAround [AROUND] +uiFilterUniverse [UNIVERSE] +uiFilterRegion [REGION] +uiFilterTeam [TEAM] +uiFilterGuild [GUILD] +uiFilterMenuAround [AROUND @{T8}/s] +uiFilterMenuUniverse [UNIVERSE @{T8}/u] +uiFilterMenuRegion [REGION @{T8}/r] +uiFilterMenuTeam [TEAM @{T8}/p] +uiFilterMenuGuild [GUILD @{T8}/g] +uittFilterChat [Click to set chat mode] +uittEmote [Click to select and perform an emote] +uittTell [Tell a friend] +uiTempMemory [TEMP BAG] +uittTakeAll [Take All] +uittDropAll [Drop All] +uiIcons [Icons] +uiTeamShareTitle [TEAM SHARE] +uiValidate [VALID] +uiTeamShareItems [ITEMS] +uiTeamShareAsks [x] +uiTeamShareChance [%] +uiTeamShareValid [VALIDATIONS] +uiTS_Select [The selection of your item] +uiTS_Items [Item descriptions] +uiTS_Times [Number of players who want this item] +uiTS_Chances [Percentage of chance of getting this item] +uiTS_Valids [Players that validate the share] +uitabInvEquip [EQUIP] +uitabInvBag [BAG] +uitabInvSteed [STEED] +uitabInvPAMount0 [MOUNT 1] +uitabInvPAPacker0 [PACK 1] +uitabInvPADemon0 [DEMON 1] +uitabInvPAMount1 [MOUNT 2] +uitabInvPAPacker1 [PACK 2] +uitabInvPADemon1 [DEMON 2] +uitabInvPAMount2 [MOUNT 3] +uitabInvPAPacker2 [PACK 3] +uitabInvPADemon2 [DEMON 3] +uitabInvPAMount3 [MOUNT 4] +uitabInvPAPacker3 [PACK 4] +uitabInvPADemon3 [DEMON 4] +uitabInvGuild [GUILD] +uitabInvRoom [ROOM] +uiDetail [DETAILS] +uittDetail [Toggles the list between detailed and compact mode] +uittFilterArmor [Filter @{6F6F}Armor\n + @{FFFF}Right click to select only @{6F6F}Armor@{FFFF}.] +uittFilterWeapon [Filter @{6F6F}Weapons\n + @{FFFF}Right click to select only @{6F6F}Weapons@{FFFF}.] +uittFilterTool [Filter @{6F6F}Tools\n + @{FFFF}Right click to select only @{6F6F}Tools@{FFFF}.] +uittFilterMP [Filter @{6F6F}Materials\n + @{FFFF}Right click to select only @{6F6F}Materials@{FFFF}.] +uittFilterMissMP [Filter @{6F6F}Mission Items or Mission Materials\n + @{FFFF}Right click to select only @{6F6F}Mission Items or Mission Materials@{FFFF}.] +uittDragToMacro [Drag this stanza to compose a macro] +uittDropCmd [Drop command stanza here] +uittMacroMemorize [Memorize current macro] +uittMacroUserDefIcon [Click to define an icon] +uiMacroNone [Not assigned] +uittNewKeyShortcut [New Key] +uiEditKey [EDIT KEY] +uiEditCmdNone [Not assigned] +uiNewKey [NEW KEY] +uiNewCmd [NEW COMMAND] +uiEditCmd [EDIT COMMAND] +uiMacroExec [EXEC MACRO] +uiMacroCat [MACRO] +uimMacErase [ERASE] +uimMacInfos [INFO] +uimMacroExec [EXECUTE] +uimMacroEdit [EDIT] +uimMacroDel [DELETE] +uimMCMoveUp [MOVE UP] +uimMCMoveDown [MOVE DOWN] +uimMCEdit [EDIT] +uimMCDel [DELETE] +uiKeysPlayerTitle [PLAYER KEYS] +uiKeysMovementTitle [MOVE KEYS] +uiKeysActionsTitle [ACTION KEYS] +uiKeysChatTitle [CHAT KEYS] +uiKeysViewTitle [VIEW KEYS] +uiKeysWindowsTitle [WINDOWS KEYS] +uiKeysSystemTitle [SYSTEM KEYS] +uiKeysEditTitle [EDIT KEYS] +uiKeysDebugTitle [DEBUG KEYS] +uiKeysTitle [KEYS] +uiKey0 [0] +uiKey1 [1] +uiKey2 [2] +uiKey3 [3] +uiKey4 [4] +uiKey5 [5] +uiKey6 [6] +uiKey7 [7] +uiKey8 [8] +uiKey9 [9] +uiKeyA [A] +uiKeyB [B] +uiKeyC [C] +uiKeyD [D] +uiKeyE [E] +uiKeyF [F] +uiKeyG [G] +uiKeyH [H] +uiKeyI [I] +uiKeyJ [J] +uiKeyK [K] +uiKeyL [L] +uiKeyM [M] +uiKeyN [N] +uiKeyO [O] +uiKeyP [P] +uiKeyQ [Q] +uiKeyR [R] +uiKeyS [S] +uiKeyT [T] +uiKeyU [U] +uiKeyV [V] +uiKeyW [W] +uiKeyX [X] +uiKeyY [Y] +uiKeyZ [Z] +uiKeyLBUTTON [LBUTTON] +uiKeyRBUTTON [RBUTTON] +uiKeyCANCEL [CANCEL] +uiKeyMBUTTON [MBUTTON] +uiKeyBACK [BACKSPACE] +uiKeyTAB [TAB] +uiKeyCLEAR [CLEAR] +uiKeyRETURN [RETURN] +uiKeySHIFT [SHIFT] +uiKeyCONTROL [CTRL] +uiKeyMENU [ALT] +uiKeyPAUSE [PAUSE] +uiKeyCAPITAL [CAPITAL] +uiKeyKANA [KANA] +uiKeyHANGEUL [HANGEUL] +uiKeyHANGUL [HANGUL] +uiKeyJUNJA [JUNJA] +uiKeyFINAL [FINAL] +uiKeyHANJA [HANJA] +uiKeyKANJI [KANJI] +uiKeyESCAPE [ESCAPE] +uiKeyCONVERT [CONVERT] +uiKeyNONCONVERT [NONCONVERT] +uiKeyACCEPT [ACCEPT] +uiKeyMODECHANGE [MODECHANGE] +uiKeySPACE [SPACE] +uiKeyPRIOR [PAGE UP] +uiKeyNEXT [PAGE DOWN] +uiKeyEND [END] +uiKeyHOME [HOME] +uiKeyLEFT [LEFT] +uiKeyUP [UP] +uiKeyRIGHT [RIGHT] +uiKeyDOWN [DOWN] +uiKeySELECT [SELECT] +uiKeyPRINT [PRINT] +uiKeyEXECUTE [EXECUTE] +uiKeySNAPSHOT [PRINT SCREEN] +uiKeyINSERT [INSERT] +uiKeyDELETE [DELETE] +uiKeyHELP [HELP] +uiKeyLWIN [LWIN] +uiKeyRWIN [RWIN] +uiKeyAPPS [APPS] +uiKeyNUMPAD0 [NUMPAD 0] +uiKeyNUMPAD1 [NUMPAD 1] +uiKeyNUMPAD2 [NUMPAD 2] +uiKeyNUMPAD3 [NUMPAD 3] +uiKeyNUMPAD4 [NUMPAD 4] +uiKeyNUMPAD5 [NUMPAD 5] +uiKeyNUMPAD6 [NUMPAD 6] +uiKeyNUMPAD7 [NUMPAD 7] +uiKeyNUMPAD8 [NUMPAD 8] +uiKeyNUMPAD9 [NUMPAD 9] +uiKeyMULTIPLY [MULTIPLY] +uiKeyADD [ADD] +uiKeySEPARATOR [SEPARATOR] +uiKeySUBTRACT [SUBTRACT] +uiKeyDECIMAL [DECIMAL] +uiKeyDIVIDE [DIVIDE] +uiKeyF1 [F1] +uiKeyF2 [F2] +uiKeyF3 [F3] +uiKeyF4 [F4] +uiKeyF5 [F5] +uiKeyF6 [F6] +uiKeyF7 [F7] +uiKeyF8 [F8] +uiKeyF9 [F9] +uiKeyF10 [F10] +uiKeyF11 [F11] +uiKeyF12 [F12] +uiKeyF13 [F13] +uiKeyF14 [F14] +uiKeyF15 [F15] +uiKeyF16 [F16] +uiKeyF17 [F17] +uiKeyF18 [F18] +uiKeyF19 [F19] +uiKeyF20 [F20] +uiKeyF21 [F21] +uiKeyF22 [F22] +uiKeyF23 [F23] +uiKeyF24 [F24] +uiKeyNUMLOCK [NUMLOCK] +uiKeySCROLL [SCROLL] +uiKeyLSHIFT [LSHIFT] +uiKeyRSHIFT [RSHIFT] +uiKeyLCONTROL [LCONTROL] +uiKeyRCONTROL [RCONTROL] +uiKeyLMENU [LMENU] +uiKeyRMENU [RMENU] +uiKeyPROCESSKEY [PROCESSKEY] +uiKeyATTN [ATTN] +uiKeyCRSEL [CRSEL] +uiKeyEXSEL [EXSEL] +uiKeyEREOF [EREOF] +uiKeyPLAY [PLAY] +uiKeyZOOM [ZOOM] +uiKeyNONAME [NONAME] +uiKeyPA1 [PA1] +uiKeyOEM_CLEAR [OEM CLEAR] +/* OLD VALUE : [,] */ +/* OLD VALUE : [,] */ +uiKeyCOMMA [COMMA] +uiNumber00 [00] +uiNumber01 [01] +uiNumber02 [02] +uiNumber03 [03] +uiNumber04 [04] +uiNumber05 [05] +uiNumber06 [06] +uiNumber07 [07] +uiNumber08 [08] +uiNumber09 [09] +uiNumber10 [10] +uiNumber11 [11] +uiNumber12 [12] +uiNumber13 [13] +uiNumber14 [14] +uiNumber15 [15] +uiNumber16 [16] +uiNumber17 [17] +uiNumber18 [18] +uiNumber19 [19] +uiNumber20 [20] +uiAssignKey [Assign Key] +uimEditKey [Edit Key] +uimDeleteKey [Delete Key] +uimAssignKey [Assign Key] +uiCategory [Category] +uiDebug [Debug] +uiDebugToggleHelp [Toggle Help] +uiDebugDisplayInfos [Display Info] +uiDebugRenderMode [Render Mode] +uiDebugToggleRender [Toggle Render Mode] +uiDebugToggleChat [Show/Hide the Interface] +uiDebugSwitchConsoleDisplay [Switch Console Display] +uiDebugChangeCompassMode [Change Compass Mode] +uiDebugToggleFly [Toggle fly] +uiDebugFreeMouse [Free Mouse] +uiDebugScreenShot [Screenshot] +uiDebugTest [Test] +uiDebugSetPos [Set Pos] +uiDebugPacsBorders [Pacs Borders] +uiDebugClusters [Debug Clusters] +uiDebugReloadLandscapeIG [Reload Landscape IG] +uiDebugProfile [Profile] +uiDebugProfileVbLock [Profile VB Locks] +uiDebugProfileTexture [Profile Texture Usage] +uiDebugMemoryReport [Memory Report] +uiDebugTogglePrimitive [Toggle Primitive] +uiDebugPrimitiveUp [Primitive Up] +uiDebugPrimitiveDown [Primitive Down] +uiDebugToggle3dFilter [Toggle 3D Filter] +uiFilterNumber [Filter Number] +uiDebugDrawSound [Draw Sound] +uiDebugIncCameraHeight [Inc Camera Z] +uiDebugDecCameraHeight [Dec Camera Z] +uiDebugWeatherIncTime [Inc Time] +uiDebugWeatherDecTime [Dec Time] +uiDebugWeatherTogSeason [Toggle Season] +uiDebugWeatherReloadSeason [Reload Season] +uiDebugWeatherWindTest [Wind Test] +uiDebugWeatherReelWeather [Real Weather] +uiDebugWeatherUpdateClouds [Update Clouds] +uiDebugWeatherTogFunction [Toggle Weather Function] +uiDebugWeatherIncHour [Inc Hour] +uiDebugWeatherDecHour [Dec Hour] +uiDebugWeatherStats [Stats] +uiDebugWeatherDecDispFactor [Dec Display Factor] +uiDebugWeatherIncDispFactor [Inc Display Factor] +uiGame [GAME] +uiEdit [Edit] +uiEditPreviousChar [Previous Char] +uiEditSelectPreviousChar [Select Previous Char] +uiEditPreviousWord [Previous Word] +uiEditSelectPreviousWord [Select Previous Word] +uiEditNextChar [Next Char] +uiEditSelectNextChar [Select Next Char] +uiEditNextWord [Next Word] +uiEditSelectNextWord [Select Next Word] +uiEditGotoLineBegin [Go to Line Begin] +uiEditSelectToLineBegin [Select To Line Begin] +uiEditGotoBlockBegin [Go to Block Begin] +uiEditSelectToBlockBegin [Select to Block Begin] +uiEditGotoLineEnd [Go to Line End] +uiEditSelectToLineEnd [Select to Line End] +uiEditGotoBlockEnd [Go to Block End] +uiEditSelectToBlockEnd [Select to Block End] +uiEditPreviousLine [Previous Line] +uiEditNextLine [Next Line] +uiEditDeleteChar [Delete Char] +uiEditCopy [Copy] +uiEditPaste [Paste] +uiEditCut [Cut] +uiEditSelectAll [Select All] +uiEditExpand [Expand] +uiEditBack [Backspace] +uiMagicTitle [MAGIC] +uiSpellBookTitle [SPELL BOOK] +uiNewSpell [New Spell: ] +uimMaClear [CLEAR] +uimMaReset [RESET TO DEFAULT] +uimMaInfos [INFO] +uimMaDel [DELETE SENTENCE] +uimMaEdit [EDIT SENTENCE] +uittSelectBrick [Click here to select a Root Stanza] +uittRename [Rename] +uittNoteSpell [Note spell] +uittCreateSpell [Create a new spell for this Job] +uittIncrementRow [Increment number of row] +uittDecrementRow [Decrement number of row] +uiMagicCreateNewSpell [NEW SPELL: ] +uiMagicEditSpell [EDIT SPELL] +uiMagicEditSpellName [Spell Name] +uiMagicEditSapCost [SAP COST] +uiMagicEditDifficulty [DIFFICULTY] +uiMagicEditNotEnoughSap [Warning! Not Enough Sap!] +uiTextHelpSelectRootBrick [<- Click on the ROOT slot to define your ACTION TYPE.] +uiTextHelpSelectEffectBrick [<- Click to select EFFECT ] +uiTextHelpSelectOtherBrick [Your CREDIT must be equal or greater than your ACTION COST.] +uiSpellSelectSapCost [Sap Cost: ] +uiMagicSpellIcon [Icon] +uittMagicSpellNotFound [Spell Not Found in the SpellBook] +uiDefenseTitle [DEFENSE] +uiStyle1 [DODGE] +uiStyle2 [PARRY] +uiDefenseReset [ALL] +uittDefenseHead [Protect your head] +uittDefenseChest [Protect your chest] +uittDefenseLegs [Protect your legs] +uittDefenseFeet [Protect your feet] +uittDefenseArms [Protect your arms] +uittDefenseHands [Protect your hands] +uiSetsTitle [SETS] +uiSetInUseTitle [SET IN USE] +uiAllSetsTitle [ALL SETS] +uiAffectedTitle [AFFECTED BY] +uiSteedTitle [Mount] +uiInventoryTitle [INVENTORY] +uiInvRoomTitle [ROOM] +uiInvEquipTitle [EQUIPMENT] +uiMoneyTitle [MONEY] +uiBagTitle [BAG] +uiBagsTitle [BAGS] +uiBagTitle1 [BAG 1] +uiBagTitle2 [BAG 2] +uiBagTitle3 [BAG 3] +uiBagTitle4 [BAG 4] +uiKitTitle [KIT] +uiArmorTitle [ARMOR] +uiHandsTitle [HANDS] +uiJewelryTitle [JEWELRY] +uiMemoryTitle [MEMORY] +uiMemCombatTitle [COMBAT] +uiMemMagicTitle [MAGIC] +uiMemSpecialTitle [SPECIAL] +uiMemCombatFull [MEMORY COMBAT] +uiMemMagicFull [MEMORY MAGIC] +uiMemSpecialFul [SPECIAL MEMORY] +uimMount [MOUNT] +uimUnmount [UNMOUNT] +uimFollow [Follow] +uimAssist [Assist] +uimStop [STOP] +uimFree [FREE] +uimCall [CALL] +uimForgetPhrase [FORGET ACTION] +uimForgetMacro [FORGET MACRO] +uimCristalize [CRYSTALLIZE] +uittHelmet [Helmet] +uittChest [Chest covering] +uittArms [Sleeves] +uittHands [Gloves] +uittLegs [Leg covering] +uittFeet [Boots] +uittHeaddress [Diadem] +uittNeck [Necklace] +uittEarl [Left earring] +uittEarr [Right earring] +uittWristl [Left bracelet] +uittWristr [Right bracelet] +uittFingerl [Left ring] +uittFingerr [Right ring] +uittAnklel [Left anklet] +uittAnkler [Right anklet] +uittAmmo [Ammunition] +uittMemoryCombat [This is your memory for Combat Abilities] +uittMemoryMagic [This is your memory for Magic Spells] +uittMemorySpecial [This is your memory for Special Abilities] +uittPvPModeTagOff [@{6F6F}Faction PvP@{FFFF}\n + You are @{6F6F}Not PvP Tagged@{FFFF}.\n + Click to change to PvP mode.] +uittPvPModeTagOffChange [@{6F6F}Faction PvP@{FFFF}\n + You will change to @{6F6F}PvP Tagged@{FFFF} at the end of the timer.\n + Click to cancel.] +uittPvPModeTagOn [@{6F6F}Faction PvP@{FFFF}\n + You are @{6F6F}PvP Tagged@{FFFF}.\n + You can attack, and be attacked by, players from the opposing faction.\n + Click to change to PvE only mode.] +uittPvPModeTagOnChange [@{6F6F}Faction PvP@{FFFF}\n + You will change to @{6F6F}Not PvP Tagged@{FFFF} at the end of the timer.\n + Click to cancel.] +uittPvPTagTimer [\n + You have %temps left before your PvP status changes.] +uittPvPModeFlag [@{6F6F}Faction PvP@{FFFF}\n + You are @{6F6F}PvP Tagged@{FFFF} and you have recently performed a PvP offensive action.\n + You are now @{6F6F}PvP Flagged@{FFFF}. As a result you are not able to perform all PvE actions and interactions with other players. eg: you cannot group with players from the opposite facion.\n + The flag will be removed in %temps.] +uittPvPTime [@{6F6F}%h h %m m %s s@{FFFF}] +uiSelMoney2Give [SELECT MONEY TO GIVE] +uiTrade2Player [EXCHANGE] +uiPlayerName [PLAYER NAME] +uiOtherGive [OTHER GIVES] +uiItems [ITEMS] +uiPlayerGive [YOU GIVE] +uiInvFull [INVENTORY FULL] +uiAccept [ACCEPT] +uiRefuse [DECLINE] +uiTradeWith [TRADE WITH?] +uittSetMoney [Set amount] +uittClearMoney [Clear amount] +uiSpecialLaboTitle [SPECIAL] +uiMacrosTitle [MACROS] +uiShortCutTT [Drag a combat or magic spell here] +uiQestionQuit [Where do you want to go?] +uiServerStalled [Please wait...] +uimPlayer [PLAYER] +uimStatus [STATUS] +uimCareer [CAREER] +uimSkills [SKILLS] +uimJournal [JOURNAL] +uimGuild [GUILD] +uimMagic [MAGIC] +uimCombat [COMBAT] +uimFaber [COLLECT] +uimFaCrea [CREATE] +uimFaRepa [REPAIR] +uimFaRefi [REFINE] +uimCommerce [TRADE] +uimHarvest [COLLECT] +uimMacros [MACROS] +uimKeys [KEYS] +uimSpecial [SPECIAL] +uimClear [CLEAR] +uiNotAssigned [N/A] +uimHelp [HELP] +uimTutorial [TUTORIAL] +uimwSet [SETS] +uimwHands [ACTION] +uimwInventory [INVENTORY] +uimwMoney [MONEY] +uimwBags [BAGS] +uimwArmor [ARMOR] +uimwJewelry [JEWELRY] +uimwPA [ANIMALS] +uimwPet [PET] +uimwSteed [MOUNT] +uimwCompas [COMPASS] +uimwRadar [RADAR] +uimwMap [MAP] +uimwCombat [COMBAT] +uimwCommerce [COMMERCE] +uimwFaberCreate [CRAFTER CREATE] +uimwFaberRefine [CRAFTER REFINE] +uimwFaberRepair [CRAFTER REPAIR] +uimwMagic [SPELL BOOK] +uimwSpecial [SPECIAL] +uimwTracking [TRACKING] +uimwTarget [TARGET GAUGE] +uimwGuildChat [GUILD CHAT] +uimwMainChat [MAIN CHAT] +uimwInfoSys [SYSTEM INFO] +uimwAroundMe [AROUND ME] +uimwTell [TELL] +uimwTeamChat [TEAM CHAT] +uimwTeamList [TEAM] +uimwContactList [CONTACT LIST] +uimwFame [FAME] +uimwBars [MY GAUGES] +uimwBonusMalus [BONUS/MALUS] +uimwWebIG [WEB] +uimwBuff [AFFECTED BY] +uimwGuild [GUILD INFO] +uimwMissions [MISSONS] +uimwProgression [IDENTITY] +uimwProgression2 [IDENTITY] +uimwStatus [STATUS] +uimwAbilities [ABILITIES] +uimwChatMode0 ["ESC" TO EXIT CHAT] +uimwChatMode1 ["ENTER" TO EXIT CHAT] +uimwMemCombat [MEMORY COMBAT] +uimwMemMagic [MEMORY MAGIC] +uimwMemSpecial [MEMORY SPECIAL] +uimwColors [GAME CONFIGURATION] +uimwConnection [CONNECTION] +uimwKeys [KEYBINDINGS] +uimwMacros [MACROS] +uimSortUser [Sort: USER] +uimSortType [Sort: TYPE] +uimSortName [Sort: NAME] +uimSortQuantity [Sort: QUANTITY] +uimDrop [DROP] +uimDestroy [DESTROY] +uimQuantityDrop [QUANTITY TO DROP] +uimQuantityDestroy [QUANTITY TO DESTROY] +uimMtBag [BAG] +uimMtSheath [SHEATH] +uimMtSelf [SELF] +uimGive [GIVE] +uimRepair [REPAIR] +uimRefine [REFINE] +uimBoldInfo [INFO] +uimEquip [EQUIP] +uimCristalEnchant [ENCHANT RIGHT HAND] +uimCristalReload [RECHARGE RIGHT HAND] +uimTeleportUse [USE TELEPORT] +uimItemConsume [CONSUME ITEM] +uimXpCatalyserUse [ACTIVATE CATALYZER] +uittClose [Close] +uittSeed1 [Rotting Dead Seed] +uittSeed2 [Moldy Dead Seed] +uittSeed3 [Shriveled Dead Seed] +uittSeed4 [Dry Dead Seed] +uiDefmcwCol [CHOOSE COLOR] +uiNext [NEXT] +uiSkip [SKIP] +uiConnecting [CONNECTING...] +uiCrashing1 [Connection failed.] +uiCrashing2 [If you have just left the game then please wait 30 seconds] +uiCrashing3 [for your previous character to be disconnected and try again.] +uiFirewallAlert [Please grant firewall permission for Ryzom Core] +uiFirewallFail [Connection failed] +uiWarningPeople [Race not available in this version] +uiWarningCareer [Career not available in this version] +uiQuit [Quit Game] +uiQuitGameWithoutWarning [Quit Game to Main Menu Without Warning] +uiQuitRyzomWithoutWarning [Quit the Game Without Warning] +uiHome [Home] +uiHOME [HOME] +uiHelp [Help] +uiHelpTitle [HELP] +uiBack [Back] +uiPrevStep [Previous Step] +uiNextStep [Next Step] +uiSkipIntro [Skip Intro] +uiClose [Close] +uiReturnCharSel [Return to Character Selection] +uiEmptySlot [Empty Slot] +uiDelChar [DELETE THIS CHARACTER?] +uiName [NAME] +uiSurName [SURNAME] +uiDeleteTitle [DO YOU REALLY WANT TO DELETE?] +uiSelectTitle [WELCOME TO Ryzom Core - Beta 2] +uiSelCharTitle [SELECT A CHARACTER] +uiOptTitle [OPTIONS] +uiPlay [Play] +uiDelete [Delete] +uiManCrea [Manual creation] +uiRanCrea [Random creation] +uiSelLevel [ - Level ] +uiPeople [PEOPLE] +uiCulture [CULTURE] +uiEcosystem [ECOSYSTEM] +uiFyName [FYROS] +uiMaName [MATIS] +uiTrName [TRYKER] +uiZoName [ZORAÏ] +uiFyPeople [FYROS-PEOPLE] +uiMaPeople [MATIS-PEOPLE] +uiTrPeople [TRYKER-PEOPLE] +uiZoPeople [ZORAÏ-PEOPLE] +uiFyCulture [FYROS-CULTURE] +uiMaCulture [MATIS-CULTURE] +uiTrCulture [TRYKER-CULTURE] +uiZoCulture [ZORAÏ-CULTURE] +uiFyEco [FYROS-ECOSYSTEM] +uiMaEco [MATIS-ECOSYSTEM] +uiTrEco [TRYKER-ECOSYSTEM] +uiZoEco [ZORAÏ-ECOSYSTEM] +uiSelCiv [WHAT RACE DO YOU WANT TO PLAY?] +uiDescMF [MELEE FIGHTER - DESCRIPTION] +uiDescRF [RANGE FIGHTER - DESCRIPTION] +uiDescAM [ATTACK CASTER - DESCRIPTION] +uiDescHM [HEALER CASTER - DESCRIPTION] +uiDescBM [BUFFER CASTER - DESCRIPTION] +uiDescH [RANGER - DESCRIPTION] +uiDescA [CRAFTER - DESCRIPTION] +uiDescM [MERCHANT - DESCRIPTION] +uiPtsLeft [POINTS LEFT:] +uiCa [CHARACTERISTICS] +uiCarMF [MELEE FIGHTER - CHARACTERISTICS] +uiCarRF [RANGE FIGHTER - CHARACTERISTICS] +uiCarAM [ATTACK CASTER - CHARACTERISTICS] +uiCarHM [HEALER CASTER - CHARACTERISTICS] +uiCarBM [BUFFER CASTER - CHARACTERISTICS] +uiCarH [RANGER - CHARACTERISTICS] +uiCarA [CRAFTER - CHARACTERISTICS] +uiCarM [MERCHANT - CHARACTERISTICS] +uiCaNaBoldF [FIGHTER] +uiCaNaBoldM [MAGICIAN] +uiCaNaBoldC [CRAFTER] +uiCaNaF [Fighter] +uiCaNaM [Magician] +uiCaNaR [Crafter] +uiCareerTitle [WHAT DO YOU WANT TO BECOME?] +uiDesc [GENERAL] +uiSpe [SPECIFIC] +uiMore [More] +uiLess [Less] +uittMoreInfo [more information] +uiShape [SHAPE] +uiHair [HAIR] +uiHaircut [HAIRCUT] +uiHairColor [HAIR COLOR] +uiTatoos [TATTOOS] +uiEyes [EYE COLOR] +uiHeight [HEIGHT] +uiArms [ARMS] +uiLegs [LEGS] +uiBreasts [BUST] +uiHelmet [HELMET] +uiTorso [TORSO] +uiArmpad [ARMPAD] +uiGloves [GLOVES] +uiTrouser [PANTS] +uiFeet [FEET] +uiAppearTitle [WHAT DO YOU WANT TO LOOK LIKE?] +uiBody [BODY] +uiFace [FACE] +uiClothes [CLOTHES] +uiFemale [Female] +uiMale [Male] +uiFace1Fy [MOUTH LEVEL] +uiFace2Fy [EYE] +uiFace3Fy [NOSE LEVEL] +uiFace4Fy [MOUTH WIDTH] +uiFace5Fy [NOSE LENGTH] +uiFace6Fy [NOSE WIDTH] +uiFace7Fy [EYE WIDTH / EYEBROWS] +uiFace8Fy [CHIN] +uiFace1Ma [EYE LEVEL] +uiFace2Ma [NOSE LEVEL] +uiFace3Ma [NOSE LENGTH] +uiFace4Ma [NOSE WIDTH] +uiFace5Ma [MOUTH WIDTH] +uiFace6Ma [MOUTH LEVEL] +uiFace7Ma [EAR SIZE] +uiFace8Ma [CHIN] +uiFace1Tr [EYE] +uiFace2Tr [NOSE LEVEL] +uiFace3Tr [NOSE LENGTH] +uiFace4Tr [NOSE WIDTH] +uiFace5Tr [MOUTH WIDTH] +uiFace6Tr [MOUTH LEVEL] +uiFace7Tr [EAR SIZE] +uiFace8Tr [CHIN] +uiFace1Zo [EYE SIZE] +uiFace2Zo [HORN: BOTTOM 1] +uiFace3Zo [HORN: BOTTOM 2] +uiFace4Zo [HORN: MIDDLE 1] +uiFace5Zo [HORN: MIDDLE 2] +uiFace6Zo [HORN: TOP & RIGHT] +uiFace7Zo [HORN: TOP & LEFT] +uiInvalid [is not a valid name] +uiValid [is a valid name] +uiSummaryTitle [WHAT NAME DO YOU WANT?] +uiEnterName [ENTER A NAME:] +uiValidName [Test the name] +uiRand [RANDOMIZE] +uiRand1 [ALL] +uiRand2 [CAREER] +uiRand3 [CIVILIZATION] +uiRand4 [GENDER] +uiRand5 [BODY] +uiRand6 [FACE] +uiRand7 [COLORS] +uiSelInfos [INFORMATION\n + \n + You have 5 slots to save 5 different characters.\n + To create a new character, you need to select an empty slot.\n + \n + If there is no empty slot available then you have to delete an existing character to create a new one.] +uiCultFy [FYROS: WARRIORS OF FIRE AND MASTERS OF THE BURNING DESERT\n + \n + The Fyros are the warrior race.\n + Their society rests on a strict code of honor and a common goal: the quest for the Great Dragon who has devastated entire regions of the planet.] +uiCultMa [MATIS: MASTER MANIPULATORS OF NATURE, AND LORDS OF THE LUSH FORESTS\n + \n + The Matis are a romantic and domineering people.\n + They are obsessed with genetic mutations which are a marvel to behold.\n + They seek to rebuild their lost Kingdom, but their own intrigues consume all their energy as each family vies for the crown.] +uiCultTr [TRYKER: FRIENDS TO THE WINDS AND CURRENTS, PRINCES OF THE LAKE LANDS\n + \n + The Trykers are wily hedonists forming a federation more than a single people.\n + They live as free Homins.\n + The other races see them as nothing more than wayward brigands. ] +uiCultZo [ZORAÏ: MAGICIANS OF THE JUNGLES OF THE SICKLANDS\n + \n + The Zoraïs are the mystics of Atys.\n + They have passed master in the manipulation of magnetic fields which they use in the fabrication of weaponry and buildings.] +uiEcoFy [] +uiEcoMa [] +uiEcoTr [] +uiEcoZo [] +uiExplcarac [CHARACTERISTICS\n + \n + You have 20 points to add to your characteristics.\n + \n + RULES:\n + -The minimum value is 20.\n + -The basic value can be reduced by 5 points max.\n + -The basic value can be increased by 10 points max.] +uiExplF [FIGHTER EXPLANATIONS] +uiExplM [MAGICIAN EXPLANATIONS] +uiExplR [RANGER EXPLANATIONS] +uiMoreFFy [FYROS WARRIOR: THE BERSERKER] +uiMoreFMa [MATISIAN WARRIOR: THE SWORD-BEARER] +uiMoreFTr [TRYKER WARRIOR: THE SWASHBUCKLER] +uiMoreFZo [ZORAÏ WARRIOR: KAMIC FIST] +uiMoreMFy [FYROS MAGICIAN: THE CORRUPTER] +uiMoreMMa [MATISIAN MAGICIAN: THE PESTILENT] +uiMoreMTr [TRYKER MAGICIAN: THE MIND-BOGGLER] +uiMoreMZo [ZORAÏ MAGICIAN: THE KAMIC FURY] +uiMoreRFy [FYROS RANGER: THE SCARLET HUNTER] +uiMoreRMa [MATISIAN RANGER: THE GREEN HUNTER] +uiMoreRTr [TRYKER RANGER: THE SHADOW HUNTER] +uiMoreRZo [ZORAÏ RANGER: THE GUARDIAN OF ATYS] +uiTeamChatTitle [TEAM CHAT] +uiFriendList [FRIENDS LIST] +uiIgnoreList [IGNORE LIST] +uiSystemInfoTitle [SYSTEM INFO] +uiAroundMeTitle [AROUND ME] +uiUniverseTitle [UNIVERSE CHAT] +uiRegionTitle [REGION CHAT] +uiGuildChat [GUILD CHAT] +uiPartyChat [PARTY CHAT] +uiNewPartyChat [NEW PARTY CHAT] +uiTeamTitle [TEAM] +uiGUILD [GUILD] +uiTEAM [TEAM] +uiSAY [SAY] +uiSHOUT [SHOUT] +uiKeepInfoButton [Keep] +uittKeepInfo [@{6F6F}Pin@{FFFF} this window.\n + If pinned, information for other items will be shown in a new window.\n + If unpinned, this window will be reused.] +uihelpItemMagicBonusAll [@{FFF9}Bonus for All Magics:\n + @{T3}Cast Speed:@{T16}@{FFFF}%cs%@{FFF9}\n + @{T3}Power:@{T16}@{FFFF}%mp%\n + ] +uihelpItemMagicBonusOffElemental [@{FFF9}Bonus For Offensive Elemental Magic:\n + @{T3}Cast Speed:@{T16}@{FFFF}%cs%@{FFF9}\n + @{T3}Power:@{T16}@{FFFF}%mp%\n + ] +uihelpItemMagicBonusOffAffliction [@{FFF9}Bonus For Offensive Affliction Magic:\n + @{T3}Cast Speed:@{T16}@{FFFF}%cs%@{FFF9}\n + @{T3}Power:@{T16}@{FFFF}%mp%\n + ] +uihelpItemMagicBonusDefHeal [@{FFF9}Bonus For Defensive Heal Magic:\n + @{T3}Cast Speed:@{T16}@{FFFF}%cs%@{FFF9}\n + @{T3}Power:@{T16}@{FFFF}%mp%\n + ] +uihelpItemMagicBonusDefAffliction [@{FFF9}Bonus For Defensive Affliction Magic:\n + @{T3}Cast Speed:@{T16}@{FFFF}%cs%@{FFF9}\n + @{T3}Power:@{T16}@{FFFF}%mp%\n + ] +uihelpItemMagicBonusHeader [\n + @{FFFF}Magic Bonus@{FFF9} if the spell has a Spell Level below or equal to @{FFFF}%mglvl@{FFF9}:\n + ] +uihelpItemHpBonus [@{FFF9}HP Bonus:@{T16}@{2F2F}%val\n + ] +uihelpItemHpMalus [@{FFF9}HP Penalty:@{T16}@{F44F}%val\n + ] +uihelpItemSapBonus [@{FFF9}Sap Bonus:@{T16}@{2F2F}%val\n + ] +uihelpItemSapMalus [@{FFF9}Sap Penalty:@{T16}@{F44F}%val\n + ] +uihelpItemStaBonus [@{FFF9}Stamina Bonus:@{T16}@{2F2F}%val\n + ] +uihelpItemStaMalus [@{FFF9}Stamina Penalty:@{T16}@{F44F}%val\n + ] +uihelpItemFocusBonus [@{FFF9}Focus Bonus:@{T16}@{2F2F}%val\n + ] +uihelpItemFocusMalus [@{FFF9}Focus Penalty:@{T16}@{F44F}%val\n + ] +uihelpMagicProtectFormatHeader [@{FFF9}@{HuittInfoProt}Protections:@{H}\n + ] +uihelpMagicProtectFormat [@{T3}@{FFF9}%t:@{T18}@{FFFF}+%v%\n + ] +uihelpMagicProtectMaxAbsorbFormat [@{T3}@{FFF9}Max. Absorbed:@{T18}@{FFFF}+%v\n + ] +uihelpMagicResistFormatHeader [@{FFF9}@{HuittInfoResist}Resistance:@{H}\n + ] +uihelpMagicResistFormat [@{T3}@{FFF9}%t:@{T18}@{FFFF}+%v\n + ] +uihelpItemFaberPrefixAndSuffix [%p %n %s] +uihelpItemFaberPrefix [%p %n] +uiItemRMClass0 [Basic] +uiItemRMClass1 [Fine] +uiItemRMClass2 [Choice] +uiItemRMClass3 [Excellent] +uiItemRMClass4 [Supreme] +uiItemFX_ISE_FIGHT_ADD_CRITICAL [@{2F2F}+%p%@{FFFF} chance of performing a critical hit.] +uiItemFX_ISE_FIGHT_VAMPIRISM [@{2F2F}%p%@{FFFF} chance of stealing life from the enemy (inflicted damage is added to your own hit points).] +uiItemFX_ISE_MAGIC_DIVINE_INTERVENTION [@{2F2F}%p%@{FFFF} chance that the cast will not apply action credits.] +uiItemFX_ISE_MAGIC_SHOOT_AGAIN [@{2F2F}%p%@{FFFF} chance that the next cast will not apply time credits, provided it is cast in less than @{2F2F}%r @{FFFF}sec.] +uiItemFX_ISE_CRAFT_ADD_STAT_BONUS [@{2F2F}%p%@{FFFF} chance of adding a @{2F2F}%r@{FFFF} bonus, plus a bonus related to the quality of the crafted item, to one of the stats of the item.] +uiItemFX_ISE_CRAFT_ADD_LIMIT [@{2F2F}%p0%@{FFFF} chance of increasing all stats of the crafted item by @{2F2F}%p1%@{FFFF}.] +uiItemFX_ISE_FORAGE_ADD_RM [@{2F2F}%p0%@{FFFF} chance of increasing the quantity of foraged materials per action by @{2F2F}%p1%@{FFFF}.] +uiItemFX_ISE_FORAGE_NO_RISK [@{2F2F}%p%@{FFFF} chance that one of the raw material sources of a prospect appears without explosion risk.] +uihelpItemCaracReqNone [None] +uihelpItemCaracReqMetFmt [\n + @{FFFF}%d @{FFF9}in @{FFFF}%s] +uihelpItemCaracReqNotMetFmt [\n + @{F80B}%d in %s] +uihelpItemCaracReqAnd [\n + @{FFF9}and@{FFFF}] +uihelpItemSkillReqMetFmt [\n + @{FFFF}%d @{FFF9}in @{FFFF}%s] +uihelpItemSkillReqNotMetFmt [\n + @{F80B}%d in %s] +uihelpItemAnySkillReqMetFmt [\n + @{FFFF}%d @{FFF9}in @{FFFF}any skill] +uihelpItemAnySkillReqNotMetFmt [\n + @{F80B}%d in any skill] +uihelpSkillModVsType [@{FFF9}Skill bonus: @{FFFF}+%mod @{FFF9}versus @{FFFF}%type] +uihelpItemDefaultFormat [@{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + \n + %cansell\n + @{FFFF}%desc%no_rent@{FFFF}%descnr%custom_text] +uihelpItemCantSell [@{F80B}This item cannot be sold to a merchant.@{FFFF}\n + ] +uihelpItemCosmeticDontFit [@{F80B}This cosmetic feature cannot be applied on you, because of your race or gender@{FFFF}\n + ] +uihelpItemNoRent [@{F80B}Item No Rent: @{FFFF}] +uihelpItemNoRentDesc [@{F80B}This item will be destroyed few minutes after disconnect.@{FFFF}\n + ] +uihelpItemCosmetic [\n + \n + %cansell\n + @{FFFF}%desc] +uihelpItemArmorFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoArmorQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T12}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + \n + @{FFF9}@{HuittInfoArmorType}Armor Type:@{H}@{T16}@{FFFF}%armor %armor_bonus\n + @{FFF9}@{HuittInfoDodgeMod}Dodge Modifier:@{H}@{T16}@{FFFF}%dodge\n + @{FFF9}@{HuittInfoParryMod}Parry Modifier:@{H}@{T16}@{FFFF}%parry\n + @{FFF9}@{HuittInfoMalus}Action Malus:@{H}@{T16}@{FFFF}+%actmalus\n + @{FFF9}@{HuittInfoArmorProtection}Protection:@{H}@{T16}@{FFFF}%protect%\n + @{FFF9} @{HuittInfoArmorSlash}Max. vs Slash:@{H}@{T16}@{FFFF}%p_slash\n + @{FFF9} @{HuittInfoArmorBlunt}Max. vs Smash:@{H}@{T16}@{FFFF}%p_blunt\n + @{FFF9} @{HuittInfoArmorPierc}Max. vs Pierce:@{H}@{T16}@{FFFF}%p_pierce\n + %buffs%special_effects%desc%custom_text] +uihelpItemMeleeWeaponFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoWeaponQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + @{FFF9}@{HuittInfoWeaponSapLoad}Sap Load:@{H}@{T10}@{FFFF}%sap/%sapmax\n + @{FFF9}@{HuittInfoItemSkill}Skill:@{H}@{T10}@{FFFF}%skill\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements: @{H}@{T10}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + \n + @{FFF9}@{HuittInfoDamageType}Damage Type:@{H}@{T16}@{FFFF}%dmtype\n + @{FFF9}@{HuittInfoWeaponDamage}Damage:@{H}@{T16}@{FFFF}%dmg (@{T12}@{FFFF}%max_dmg)\n + @{FFF9}@{HuittInfoWeaponHitMin}Hit/Minute:@{H}@{T16}@{FFFF}%speed\n + @{FFF9}@{HuittInfoWeaponReach}Reach:@{H}@{T16}@{FFFF}%reach\n + @{FFF9}@{HuittInfoDodgeMod}Dodge Modifier:@{H}@{T20}@{FFFF}%dodge\n + @{FFF9}@{HuittInfoParryMod}Parry Modifier:@{H}@{T20}@{FFFF}%parry\n + @{FFF9}@{HuittInfoTargetDodgeMod}Adv. Dodge Modifier:@{H}@{T20}@{FFFF}%adv_dodge\n + @{FFF9}@{HuittInfoTargetParryMod}Adv. Parry Modifier:@{H}@{T20}@{FFFF}%adv_parry\n + @{FFF9}@{HuittInfoMalus}Action Malus:@{H}@{T20}@{FFFF}+%actmalus\n + %magic_bonus%buffs%special_effects%skill_mod_vs_type%desc%custom_text%enchantment] +uihelpItemRangeWeaponFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoWeaponQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + @{FFF9}@{HuittInfoWeaponSapLoad}Sap Load:@{H}@{T10}@{FFFF}%sap/%sapmax\n + @{FFF9}@{HuittInfoItemSkill}Skill:@{H}@{T10}@{FFFF}%skill\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T10}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + \n + @{FFF9}@{HuittInfoWeaponRDamage}Damage:@{H}@{T14}@{FFFF}%dmg (@{T12}@{FFFF}%max_dmg)\n + @{FFF9}@{HuittInfoWeaponRHitMin}Hit/Minute:@{H}@{T14}@{FFFF}%speed\n + @{FFF9}@{HuittInfoWeaponRange}Range:@{H}@{T14}@{FFFF}%range\n + @{FFF9}@{HuittInfoDodgeMod}Dodge Modifier:@{H}@{T20}@{FFFF}%dodge\n + @{FFF9}@{HuittInfoParryMod}Parry Modifier:@{H}@{T20}@{FFFF}%parry\n + @{FFF9}@{HuittInfoTargetDodgeMod}Adv. Dodge Modifier:@{H}@{T20}@{FFFF}%adv_dodge\n + @{FFF9}@{HuittInfoTargetParryMod}Adv. Parry Modifier:@{H}@{T20}@{FFFF}%adv_parry\n + @{FFF9}@{HuittInfoMalus}Action Malus:@{H}@{T20}@{FFFF}+%actmalus\n + %magic_bonus%buffs%special_effects%skill_mod_vs_type%desc%custom_text%enchantment] +uihelpItemAmmoFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoWeaponQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + @{FFF9}@{HuittInfoItemSkill}Skill:@{H}@{T10}@{FFFF}%skill\n + %cansell\n + \n + @{FFF9}@{HuittInfoAmmoMagazine}Magazine:@{H}@{T16}@{FFFF}%magazine\n + @{FFF9}@{HuittInfoDamageType}Damage Type:@{H}@{T16}@{FFFF}%dmtype\n + @{FFF9}@{HuittInfoAmmoDamage}Damage:@{H}@{T16}@{FFFF}%dmg (@{T12}@{FFFF}%max_dmg)\n + @{FFF9}@{HuittInfoAmmoHitMin}Hit/Minute:@{H}@{T16}@{FFFF}%speed\n + @{FFF9}@{HuittInfoAmmoRange}Range:@{H}@{T16}@{FFFF}%range\n + \n + @{FFFF}%desc] +uihelpItemMPFormat [@{FFF9}@{HuittInfoMpQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + %cansell\n + @{FFF9}@{HuittInfoMpEco}Ecosystem:@{H}@{T14}@{FFFF}%ecosystem\n + @{FFF9}@{HuittInfoMpFam}Family:@{H}@{T14}@{FFFF}%family\n + @{FFF9}@{HuittInfoMpColor}Color:@{H}@{T14}@{FFFF}%mpcolor\n + @{FFFF}%desc\n + %craft] +uihelpItemScroll [%custom_text] +uihelpItemScrollR2 [@{ffff}%r2_description_text\n + @{ffff}%r2_comment_text] +uihelpItemMPCraft [@{FFF9}Can be used to Craft:\n + @{FFFF}@{T2}%ip\n + ] +uihelpItemMPNoCraft [@{FFF9}This is a mission item and cannot be used to Craft.@{FFFF}\n + ] +uihelpItemMPCraftRequirement [@{FFF9}Used as a component in the crafting of special items.@{FFFF}\n + ] +uihelpItemMPAllCraft [All Item Parts] +iompfUnknown [] +iompfCommon [All Races] +iompfFyros [Fyros only] +iompfMatis [Matis only] +iompfTryker [Tryker only] +iompfZorai [Zoraï only] +iompfTribe [Tribe only] +iompfRefugee [Refugee only] +iompfKaravan [Karavan only] +uihelpItemShieldFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoArmorQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T12}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + \n + @{FFF9}@{HuittInfoShieldCat}Category:@{H}@{T16}@{FFFF}%cat\n + @{FFF9}@{HuittInfoDodgeMod}Dodge Modifier:@{H}@{T16}@{FFFF}%dodge\n + @{FFF9}@{HuittInfoParryMod}Parry Modifier:@{H}@{T16}@{FFFF}%parry\n + @{FFF9}@{HuittInfoMalus}Action Malus:@{H}@{T16}@{FFFF}+%actmalus\n + @{FFF9}@{HuittInfoArmorProtection}Protection:@{H}@{T16}@{FFFF}%protect%\n + @{FFF9} @{HuittInfoArmorSlash}Max. vs Slash:@{H}@{T16}@{FFFF}%p_slash\n + @{FFF9} @{HuittInfoArmorBlunt}Max. vs Smash:@{H}@{T16}@{FFFF}%p_blunt\n + @{FFF9} @{HuittInfoArmorPierc}Max. vs Pierce:@{H}@{T16}@{FFFF}%p_pierce\n + %buffs%special_effects%desc%custom_text] +uihelpItemCraftingToolFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoToolQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + @{FFF9}@{HuittToolCraftType}Tool Type:@{H}@{T10}@{FFFF}%tool\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T16}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + %buffs\n + %special_effects\n + \n + @{FFFF}%desc%custom_text] +uihelpItemHarvestToolFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoToolQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T16}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + %buffs\n + %special_effects\n + \n + @{FFFF}%desc%custom_text] +uihelpItemTamingToolFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoToolQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + @{FFF9}@{HuittInfoItemSkill}Skill:@{H}@{T10}@{FFFF}%skill\n + %cansell\n + @{FFF9}Command Range:@{T12}@{FFFF}%cmdrange\n + @{FFF9}Max Packers:@{T12}@{FFFF}%maxpacker\n + \n + @{FFFF}%desc%custom_text] +uihelpItemJewelFormat [@{FFF9}@{HuittInfoOrigin}Origin:@{H}@{T10}@{FFFF}%origin\n + @{FFF9}@{HuittInfoJewelryQuality}Quality:@{H}@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoWeight}Weight:@{H}@{T10}@{FFFF}%weight Kg\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + @{FFF9}@{HuittInfoHP}Hit Points:@{H}@{T10}@{FFFF}%hp/%hpmax\n + %cansell\n + @{FFF9}@{HuittInfoRequirement}Requirements:@{H}@{T16}@{FFFF}%caracreq@{FFFF}%skillreq@{FFFF}%skillreq2\n + \n + %magic_protection%magic_resistance%buffs%desc%custom_text] +uihelpItemCrystalSpell [This item can be used to\n + enchant a weapon.\n + \n + Place the weapon you want to enchant in your right hand.\n + \n + Then right-click on this crystal, and choose "Enchant Right Hand".\n + \n + Note that applying a Crystallized Spell overwrites any previous enchantment on the item and sets its sap load to 0.\n + \n + %cansell\n + %enchantment%custom_text] +uihelpItemChargeSpell [@{FFF9}Sap Load:@{T10}@{FFFF}%quality\n + @{FFF9}@{HuittInfoBulk}Bulk:@{H}@{T10}@{FFFF}%bulk\n + \n + This item can be used\n + to reload the sap of an enchanted weapon.\n + \n + Place the weapon you want to reload in your right hand, then right-click on the recharge and choose "Reload Right Hand".\n + \n + The curent sap load and maximum charge that the item can hold can be seen by clicking the right mouse button on the item and selecting 'Info'.\n + \n + %cansell%custom_text] +uihelpItemAnimal [This item represents your\n + animal #%petnumber.\n + \n + You can give or sell an animal through this item, but only if your animal's inventory is empty!\n + \n + %cansell\n + %desc%custom_text] +uihelpItemTeleport [To use, right-click and choose\n + "USE TELEPORT"\n + \n + %cansell\n + %desc%custom_text] +uihelpBrickFormat [@{FFF9}Level:@{T10}@{FFFF}%lvl\n + %ks@{FFF9}Skill:@{T10}@{FFFF}%skill\n + %ks@{FFF9}%hcost:@{T10}@{FFFF}%cost\n + %magicresist\n + @{FFFF}%desc] +uihelpBrickMagicResist [@{FFF9}Magic Domain:\n + @{T4}@{FFFF}%t\n + ] +uihelpBrickCombatSkillSeparator [@{FFF9} or\n + @{T8}@{FFFF}] +uihelpSabrinaCost [Cost] +uihelpSabrinaCredit [Credit] +uihelpBrickFaberFormat [@{FFF9}Level:@{T10}@{FFFF}%lvl\n + %ks@{FFF9}Skill:@{T10}@{FFFF}%skill\n + %ks@{FFF9}%hcost:@{T10}@{FFFF}%cost\n + \n + @{FFF9}Tool Type:@{T10}@{FFFF}%tool\n + @{FFF9}Item Parts Required:@{FFFF}\n + %mpinfo@{FFF9}Specific Items Required:@{FFFF}\n + %mpformula\n + @{FFFF}%desc] +uihelpMpNone [@{T4}None\n + ] +uihelpAuraDisabled [\n + \n + This aura is disabled.\n + You may be out of the area, or you may need to wait some time to be affected again by this aura.] +uittAuraDisabled [ - Aura Disabled] +uihelpPhraseHeaderBricks [@{FFFF}--- Stanzas ---] +uihelpPhraseCombatFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + @{FFF9}Usable With:@{T14}@{FFFF}%wcomp\n + \n + %compostartThese stats depend on your equipped weapon.\n + @{FFF9}@{HuittActionSuccessRateSF}Success Rate:@{H}@{T20}@{FFFF}%success%\n + @{FFF9}Stamina Cost:@{T20}@{FFFF}%energy_cost\n + @{FFF9}HP Cost:@{T20}@{FFFF}%hp_cost\n + @{FFFF}%desc%req] +uihelpPhraseMagicFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + @{FFF9}@{HuittActionSpellLevel}Spell Level:@{H}@{T14}@{FFFF}%mglvl\n + %magicresist\n + %compostart@{FFF9}@{HuittActionSuccessRateSM}Success Rate:@{H}@{T16}@{FFFF}%success%\n + @{FFF9}Cast Duration:@{T16}@{FFFF}%duration sec.\n + @{FFF9}Sap Cost:@{T16}@{FFFF}%energy_cost\n + @{FFF9}HP Cost:@{T16}@{FFFF}%hp_cost\n + @{FFF9}Range:@{T16}@{FFFF}%range\n + @{FFFF}%desc%req] +uihelpPhraseMagicResist [@{FFF9}Magic Domain:\n + @{T4}@{FFFF}%t\n + ] +uihelpPhraseRangeMeters [%dist meters] +uihelpPhraseRangeSelf [Self] +uihelpPhraseCraftFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + %compostart@{FFF9}@{HuittActionSuccessRateSC}Success Rate:@{H}@{T16}@{FFFF}Depends on item crafted.\n + @{FFF9}Action Duration:@{T16}@{FFFF}%duration sec.\n + @{FFF9}Focus Cost:@{T16}@{FFFF}%energy_cost\n + @{FFFF}%desc%req] +uihelpPhraseForageExtractionFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + %compostart%suc_forage@{FFF9}Cast Duration:@{T20}@{FFFF}%duration sec.\n + @{FFF9}Focus Cost:@{T20}@{FFFF}%energy_cost\n + @{FFFF}%desc%req] +uihelpPhraseForageSuccessAll [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} (Desert/Forest/Jungle/Lakes/Prime Roots):\n + @{T4}@{FFFF}%suc_desert%@{FFF9} / @{FFFF}%suc_forest%@{FFF9} / @{FFFF}%suc_jungle%@{FFF9} / @{FFFF}%suc_lake%@{FFF9} / @{FFFF}%suc_prime%\n + ] +uihelpPhraseForageSuccessDesert [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} In Desert:@{T16}@{FFFF}%suc_desert\n + ] +uihelpPhraseForageSuccessForest [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} In Forest:@{T16}@{FFFF}%suc_forest\n + ] +uihelpPhraseForageSuccessJungle [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} In Jungle:@{T16}@{FFFF}%suc_jungle\n + ] +uihelpPhraseForageSuccessLacustre [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} In Lakes:@{T16}@{FFFF}%suc_lake\n + ] +uihelpPhraseForageSuccessPrimaryRoot [@{FFF9}@{HuittActionSuccessRateSH}Success Rate@{H} In Prime Roots:@{T16}@{FFFF}%suc_prime\n + ] +uihelpPhraseOtherFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + %compostart@{FFF9}Success Rate:@{T16}@{FFFF}%success%\n + @{FFF9}Cast Duration:@{T16}@{FFFF}%duration sec.\n + @{FFF9}Focus Cost:@{T16}@{FFFF}%energy_cost\n + @{FFFF}%desc%req] +uihelpPhraseSpecialPowerFormat [@{FFF9}Action Name:@{T14}@{FFFF}%name\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + %compostart@{FFF9}Range:@{T14}@{FFFF}%range\n + @{FFFF}%desc%req] +uihelpPhraseEnchantmentFormat [\n + @{FFFF}--- Enchantment ---\n + @{FFF9}This item is enchanted with this action:\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + @{FFF9}Actions on enchanted items always succeed\n + @{FFF9}Cast Duration:@{T16}@{FFFF}%duration sec.\n + @{FFF9}Sap Cost:@{T16}@{FFFF}%energy_cost\n + @{FFF9}HP Cost:@{T16}@{FFFF}%hp_cost\n + @{FFF9}Range:@{T16}@{FFFF}%range\n + ] +uihelpPhraseCrystalSpellFormat [@{FFFF}--- Enchantment ---\n + @{FFF9}This item can enchant a weapon with this action:\n + @{FFF9}Action Cost:@{T14}@{FFFF}%cost\n + @{FFF9}Action Credit:@{T14}@{FFFF}%credit\n + \n + @{FFF9}Actions on enchanted items always succeed\n + @{FFF9}Cast Duration:@{T16}@{FFFF}%duration sec.\n + @{FFF9}Sap Cost:@{T16}@{FFFF}%energy_cost\n + @{FFF9}HP Cost:@{T16}@{FFFF}%hp_cost\n + @{FFF9}Range:@{T16}@{FFFF}%range\n + ] +uihelpPhraseRequirementHeader [\n + @{FFFF}--- Requirements --- \n + @{FFF9}@{HuittActionSkillPoint}Skill Points Cost:@{H}@{T16}@{FFFF}%sp/%basesp\n + @{FFF9}@{HuittActionSkillReq}Skills Required:@{H}\n + ] +uihelpPhraseRequirementLine [@{T4}@{FFFF}%s@{FFF9} at level @{FFFF}%d\n + ] +uihelpPhraseRequirementNotMetLine [@{T4}@{F80F}%s@{F80B} at level @{F80F}%d\n + ] +uihelpPhraseRequirementOR [@{FFFF}OR\n + ] +uihelpPhraseBrickRequirement [@{FFF9}@{HuittActionStanzaReq}Stanzas Required:@{H}@{FFFF}\n + ] +uihelpPhraseNotCastableFormat [@{FFFF}This is an action upgrade which teaches you some new stanzas.\n + You cannot memorize or cast it.\n + @{FFFF}%desc%req] +uihelpPhraseCharacteristic [@{FFFF}This is an upgrade which increases some characteristics.\n + You cannot memorize or cast it.\n + @{FFFF}%desc%req] +uihelpPhraseProcEnchantment [@{FFFF}With this action you activate the enchantment on the item in your right hand.\n + \n + If your right hand item is not enchanted, this action cannot be executed.\n + ] +uihelpPactFormat [@{FFF9}Level:@{T14}@{FFFF}%lvl\n + @{FFF9}Lost hit points:@{T14}@{FFFF}%hp\n + @{FFF9}Lost stamina:@{T14}@{FFFF}%sta\n + @{FFF9}Lost sap:@{T14}@{FFFF}%sap\n + @{FFF9}Lost skills:@{T14}@{FFFF}%skill\n + ] +uihelpOBFormat_Empty [@{FFFF}This is a building land.\n + By constructing this space the current building will be destroyed.\n + However, you will be able to build a new one.\n + \n + @{FFF9}Construction time: @{T20}@{FFFF}%costtime\n + @{FFF9}Construction cost: @{T20}@{FFFF}%costdapper\n + ] +uihelpOBFormat_TownHall [@{FFFF}This is the Outpost hall.\n + This building gives access to the guild's inventory when one is close to it.\n + It is automatically acquired when the Outpost is won.\n + ] +uihelpOBFormat_Driller [@{FFFF}%name\n + \n + @{FFF9}This building is a drill, able to extract raw materials.\n + \n + @{FFF9}There can only be one drill per outpost.\n + \n + @{FFF9}Installation time: @{T20}@{FFFF}%costtime\n + @{FFF9}Installation cost: @{T20}@{FFFF}%costdapper\n + \n + @{FFFF}--- Extracted Materials ---\n + @{FFF9}This drill extracts level @{FFFF}%lvl materials] +uihelpTitleInfo [INFORMATION] +uiTitleCantObtain [You cannot obtain this title.] +uiTitleSkillNoNeed [No skills needed to obtain this title.\n + ] +uiTitleBrickNoNeed [No stanzas needed to obtain this title\n + ] +uihelpTitleFormat [@{FFF9}Name:@{T8}@{FFFF}%name\n + @{FFF9}Title:@{T8}@{FFFF}%title\n + %skills%bricks] +uiTitleSkillHeader [@{FFF9}Skills Needed:@{FFFF}\n + ] +uiTitleBrickHeader [@{FFF9}Stanzas Needed:@{FFFF}\n + ] +uiTitleSkillOr [or] +uihelpToolType [Tool Type: ] +ChildPlay [Child's play] +RealEasy [Really easy] +Easy [Easy] +FairlyEasy [Fairly easy] +Average [Average difficulty] +QuiteDifficult [Quite difficult] +Difficult [Difficult] +ReallyDifficult [Really difficult] +Harsh [Harsh] +ExtremelyDifficult [Extremely difficult] +FeatureUnderConstruction [Feature under construction] +InvalidSentence [Invalid sentence] +ErrorCreating [Error creating sentence] +Uncomplete [Incomplete sentence] +Cheater [Cheating is bad, you know...] +uiSet [SET] +uiForce [@{FFFE}Force:@{FFFF} Gives a general indication of the abilities of the target.\n + The @{FFFE}background@{FFFF} color shows average level of the region where the target is located\n + The @{FFFE}White stars@{FFFF} preceded by a figure indicates your strength within the region.\n + @{FFFE}Black stars@{FFFF} are reserved for Named Creatures (@{FFFE}1 star@{FFFF}) or Bosses (@{FFFE}2 stars@{FFFF})\n + @{FFFE}Right Click@{FFFF} and select @{FFFE}Help@{FFFF} for more help...] +uiAttitude [ATTITUDE] +uiProgressionTitle [MY EVOLUTION] +uiOpacity [OPACITY] +uimChooseUIAlpha [WINDOW OPACITY] +uimLockUnlock [LOCK / UNLOCK] +uiUserAlpha [USE GLOBAL SETTINGS] +uiLocalAlpha [LOCAL SETTINGS] +uiConnectionTitle [CONNECTION] +uiUpload [UPLOAD] +uiDownload [DOWNLOAD] +uiPing [PING] +uiPacketLost [PACKET LOSS] +uiServerState [SERVER STATE] +uiServerState0 [Not Initialized] +uiServerState1 [Not Connected] +uiServerState2 [Authenticating] +uiServerState3 [Logging in] +uiServerState4 [Synchronizing] +uiServerState5 [Connected] +uiServerState6 [Probing] +uiServerState7 [Stalled] +uiServerState8 [Disconnected] +uiServerState9 [FS Lost] +uiGlobalSettingsTitle [GAME CONFIGURATION] +msgCantUseItem [&CHK&Cannot use item.] +msgCantBuild [&CHK&Cannot build item.] +msgCantUseBuiltItem [&CHK&Cannot use built item.] +msgCantPutItemInBag [&CHK&Cannot put item in bag. Your bag is full.] +msgCantFightSwim [&CHK&Cannot engage in combat while in the water.] +msgCantFightSit [&CHK&Cannot engage in combat while sitting down.] +msgCantFightRide [&CHK&Cannot engage in combat while mounted.] +msgUserIsRunning [&SYS&You are in running mode.] +msgUserIsWalking [&SYS&You are in walking mode.] +msgUserModeParry [&CHKCB&You will try to parry melee attacks.] +msgUserModeDodge [&CHKCB&You will try to dodge melee attacks.] +msgUserIsSitting [&SYS&You sit.] +msgUserIsStanding [&SYS&You stand up.] +msgPermanentlyBanned [&BC&You have been permanently banned from Ryzom Core.] +uiCantUseItem [You don't have the skill to use it.] +uiCantUseBuiltItem [CAN'T USE BUILT ITEM] +uiCantBuildItem [CAN'T BUILD ITEM] +uiBotChatPrice [Price: ] +uiBotChatFactionType [Faction: ] +uiBotChatFactionPointPrice [. Points: ] +uiBotChatRetirePrice [. Retire Price: ] +uiBotChatTime [. Time: ] +uiBotChatTimeMinute [ m ] +uiBotChatTimeSecond [ s.] +uiBotChatResaleTimeLeft [Resale Time Left: %d days, %h hours.] +uiBotChatNPCTag [(NPC item)] +uiBotChatVendorTag [Seller: ] +uiBotChatRefresh [Refresh] +uittBotChatRefresh [Forces a @{6F6F}refresh@{FFFF} of the list of items for sale, for instance to see the objects you just sold.] +uiBotChatItem [Item: ] +uiBotChatFaberPlan [Craft Plan: ] +uiBotChatBrick [Stanza: ] +uiBotChatPact [Pact: ] +uiBotChatSkill [Skill: ] +uiConfirmCloseBCReward [There are items left, close anyway?] +FlowerMaster [Flower Master] +SapMaster [Sap Master] +uiMasterFilter [Master Filter] +uiSay [SAY] +uiShout [SHOUT] +uimToggleChatEBVis [SHOW/HIDE CHAT WINDOW] +uiRenamePartyChat [Please rename this anonymous party chat by using /name!] +uiAnomymousPCAlreadyCreated [An anonymous party chat is already opened. Please rename it using /name before creating a new one.] +uiContactAlreadyInList [This contact is already in your list.] +uiInvalidPartyChatName [Party chat name already exists or is invalid.] +uiPartyChatAlreadyCreated [There's already an unnamed new party chat. Please rename it using /name.] +uiBadPartyChatName [Bad party chat name.] +uiCantRemovePartyChat [Couldn't remove party chat.] +uiNoNewPartyChatCReated [: No new party chat has been created.] +uiPartyChatCmdHelp [ one argument required: name of the party chat.] +uiNameCmd [ One argument required: name of the new chat to create.] +uiRemovePartyChatCmd [ one argument required: name of the party chat to remove.] +uiAddPartyChatCmd [ one argument required: name of the party chat to join.] +uiInviteCmd [ Two arguments required: .] +uiLock [Lock] +uiOpen [Open] +uiRestore [Restore] +uiAddMacro [Create New Macro: ] +uittNewMacro [New Macro] +uiNewMacro [NEW MACRO] +uiEditMacro [EDIT MACRO] +uiMacroIcon [Icon] +uiMacroName [Name] +uiMacroKey [Key] +uiMacroCom [Commands] +uiMacroAddCom [Add Command] +uiMacroAddCmd [Add Command] +uiIconCreation [Create Icon] +uiIconBack [Background] +uiIconFore [Foreground] +uiIconPat [Pattern] +uiIconTxt [Text] +uiCmdKey [Key] +uiAddCommand [Add Command:] +uiAddKeys [Create New Key:] +uiJauges [GAUGE] +uiLaboratory [LABORATORY] +uiTrackingTitle [TRACKING] +uiCommunication [COMMUNICATION] +uiOrientation [ORIENTATION] +uiTargetTitle [TARGET] +uiTarget [Target] +uiMainChatTitle [MAIN CHAT] +uiContactListTitle [CONTACT LIST] +uiWinDisplay [WINDOW DISPLAYS] +uiDebugConsole [DEBUG CONSOLE] +uiGuildTitle [GUILD INFO] +uiGuildTabGuild [GUILD] +uiGuildTabOutpost [OUTPOSTS] +uiGuildMembership [GUILD: ] +uiNoGuild [None] +uiBeast [ANIMALS] +uiAggro [Aggressiveness] +uiFrozenSkill [Frozen] +uiInitHelp1 [These buttons represent your 4 virtual desktops.] +uiInitHelp2 [You can switch between them by clicking on these buttons or by pressing the shortcut keys F1, F2, F3 and F4 respectively (by default).] +uiInitHelp3 [When you click and hold the button, you display the main window menu which allows you to show/hide window on the current desktop.] +uiInitHelp4 [You can also hold down the desktop shortcut key to display the main menu and keep it down while doing your window modification.] +uiInitHelp5 [Or use this small window bar.] +uiInitHelp6 [Now you can customize your 4 desktops.] +uiPetTitle [PET] +uiPet [Pet] +Undefined [Undefined] +uiToggleNames [Toggle Names] +region_majesticgarden [Majestic Garden] +region_fleetinggarden [Fleeting Garden] +region_groveofconfusion [Grove of Confusion] +region_hiddensource [Hidden Source] +region_knollofdissent [Knoll of Dissent] +region_upperbog [Upper Bog] +region_hereticshovel [Heretic's Hovel] +region_nland [Matisian Forest] +place_yrkanis [Yrkanis] +place_davae [Davae] +place_natae [Natae] +place_avalae [Avalae] +place_arena [Arena] +place_stalli [Stalli] +place_borea [Borea] +place_nistia [Nistia] +place_rosilio [Rosilio] +place_miani [Miani] +place_qai_lo [Qaï-Lo] +place_sheng_wo [Sheng-Wo] +place_men_xing [Nen-Xing] +place_koi_zun [Koï-Zun] +place_yin_piang [Yin-Piang] +place_zora [Zora] +place_jen_lai [Jen-Laï] +place_min_cho [Min-Cho] +place_hoi_cho [Hoï-Cho] +uiLocationTitle [WHERE DO YOU WANT TO GO?] +uiLocDest1Fyros [AEGUS] +uiLocDest2Fyros [KAEMON] +uiLocDest3Fyros [SEKOVIX] +uiLocDest4Fyros [PHYXON] +uiLocDest5Fyros [GALEMUS] +uiLocDest1Matis [STALLI] +uiLocDest2Matis [BOREA] +uiLocDest3Matis [NISTIA] +uiLocDest4Matis [ROSILIO] +uiLocDest5Matis [MIANI] +uiLocDest1Tryker [AUBERMOUTH] +uiLocDest2Tryker [BARKDELL] +uiLocDest3Tryker [HOBWELLY] +uiLocDest4Tryker [WAVERTON] +uiLocDest5Tryker [DINGLETON] +uiLocDest1Zorai [QAÏ-LO] +uiLocDest2Zorai [SHENG-WO] +uiLocDest3Zorai [NEN-XING] +uiLocDest4Zorai [KOÏ-ZUN] +uiLocDest5Zorai [YIN-PIANG] +uiBotChatTrade [TRADE] +uiBotMissionChoice [CHOOSE A MISSION] +uiBotChatOffer [MAKE YOUR OFFER] +uiBotChatReward [REWARD] +uiBotManageJob [MANAGE JOB] +uiConfirmFreezeJob [Freeze that job?] +uiBotChatSelectJob [SELECT A JOB TO ACTIVATE] +uiJobFreezeTime [Frozen] +uittSelectJob [Select Job] +uiConfirmUnfreezeJob [Confirm unfreeze job?] +uiConfirmSwapJob [Confirm swap job?] +uiEmptyJob [- No job activated -] +uiBotCreateGuild [Create Guild] +uiTell [TELL] +uiShowHide [Show/Hide] +uiShow [Show] +uiHide [Hide] +uiInvertNames [Toggle names] +uiPlayer [My Gauges] +uiBonusMalus [Bonus/Malus] +uiGuild [Guild] +uiShoot [Shout] +uiBotChat [Chat] +uiCompas [Compass] +uiTaskbar [Taskbar] +uiShowOnPress [Press to show] +uiLightOnOff [Light On / Off] +uiChat [Chat] +uiView [View] +uiActions [Actions] +uiAction [Action] +uiSystem [System] +uiLog [Log on/off] +uiLogTurnedOn [Chat logging is ON.] +uiLogTurnedOff [Chat logging is OFF.] +uiTalkLeave [Talk / Leave] +uiCombat [Combat] +uiMagic [Magic] +uiFaberCreate [Crafter Creating] +uiFaberRepair [Crafter Repairing] +uiFaberRefine [Crafter Refining] +uiCommerce [Commerce] +uiSpecialLabo [Special] +uiTracking [Tracking] +uiStatus [Identity] +uiSkills [Skills] +uiJournal [Missions] +uiAbilities [Abilities] +uiProgression [Progression] +uiSets [Sets] +uiSetInUse [Set In Use] +uiAllSets [All Sets] +uiAffected [Affected By] +uiSteed [Mount] +uiInventory [Inventory] +uiWorkshop [ACTIONS & INVENTORY] +uiMoney [Money] +uiBags [Bags] +uiBag1 [Bag 1] +uiBag2 [Bag 2] +uiBag3 [Bag 3] +uiBag4 [Bag 4] +uiKit [Kit] +uiArmor [Armor] +uiJewelry [Jewelry] +uiMemory [Memory] +uiMemCombat [Combat] +uiMemMagic [Magic] +uiMemSpecial [Special] +uiMainChat [Main Chat] +uiSystemInfo [System Info] +uiAroundMe [Around Me] +uiTellWinAct [Tell Window] +uiTeamChat [Team Chat] +uiTeamList [Team List] +uiContactList [Contact List] +uiKeys [Keys] +uiMacros [Macros] +uiLinks [Active links] +uiConnection [Connection] +uiGlobalSettings [Global Settings] +uiNextSheath [Next Sheath] +uiPrevSheath [Previous Sheath] +uiMovement [Move] +uiMoveForward [Forward] +uiMoveBackward [Backward] +uiMoveTurnLeft [Turn Left] +uiMoveTurnRight [Turn Right] +uiMoveStrafeLeft [Strafe Left] +uiMoveStrafeRight [Strafe Right] +uiMoveLookUp [Look Up] +uiMoveLookDown [Look Down] +uiMoveToggleSitStand [Sit / Stand] +uiMoveToggleAutoWalk [Auto Run] +uiMoveRunWalk [Run / Walk] +uiMountUnmount [Mount / Dismount] +uiToggleCamera [Toggle Camera] +uiNoTarget [No Target] +uiTargetCmd [Target an entity] +uiTargetCmdEntity [Name of entity to target] +uiTargetTeammateCmd [Target Teammate #] +uiTargetTeammateCmdI [Number] +uiAssistCmd [Target the entity's current target] +uiAssistCmdEntity [Name of entity to assist] +uiAssistTargetCmd [Target the current target's target] +uiTargetErrorCmd [Entity not found.] +uiSelfTarget [Target Self] +uiToggleCombat [Toggle Combat] +uiSetDesktop [Switch to Desktop] +uiCopyToDesktop [Copy Current Desktop to Desktop] +uiDesktopNumber [Desktop Number] +uiRunShortcut [Run Shortcut] +uiShortcutNumber [Shortcut Number] +uiSelectShortcutBar [Select Shortcut Bar] +uiShortcutBarNumber [Shortcut Bar Number] +uiScreenShot [Screenshot TGA] +uiScreenShotJPG [Screenshot JPG] +uiTest [Test] +uiLight [Light] +uiFreeMouse [Free Mouse] +uiCloseHelp [Close All Help Windows] +uiToggleMovieRecorder [Toggle Movie Recorder] +uiReplayMovie [Replay Movie] +uiSaveMovie [Save Movie] +uiReplyTeller [Reply Teller] +uiReplyTellerOnce [Reply Tell] +uiTellWindow [Tell Window] +uimFreezeJob [FREEZE JOB] +uimSwapJob [SWAP JOBS] +uiCameraUp [Move Camera Up] +uiCameraDown [Move Camera Down] +uiCameraTurnLeft [Rotate the camera to the left] +uiCameraTurnRight [Rotate the camera to the right] +uiCameraTurnCenter [Recenter the camera behind the player] +uiCycleTell [Flip Through Last Contacts] +uiTellCmd [Send a Tell Message to a Player] +uiTellCmdDest [Recipient] +uiTellCmdMsg [Message] +uiEnterTellCmd [Enter Tell Mode With a Player] +uiTalkCmd [Talk to Anybody] +uiTalkCmdMode [Mode used for the talk] +uiTalkCmdModeSay [Say] +uiTalkCmdModeWhisper [Whisper] +uiTalkCmdModeShout [Shout] +uiTalkCmdModeTeam [Team] +uiTalkCmdModeGuild [Guild] +uiTalkCmdModeRegion [Region] +uiTalkCmdModeCivilisation [Civilization] +uiTalkCmdModeTerritory [Territory] +uiTalkCmdModeUniverse [Universe] +uiTalkCmdMsg [Message] +uiEnterTalkCmd [Enter Talk Mode] +uiEditExpandOrCycleTell [Expand Last Command/Cycle Contacts] +uiDragToInventory [Drag and Drop Items to Your Inventory] +uiWindows [Windows] +uiOpenWindow [Open] +uiWindowName [Name] +uiCloseWindow [Close] +uiToggleOpenCloseWindow [Open / Close] +uiPopupWindow [Pop up the window] +uiPopinWindow [Popin] +uiTogglePopupPopinWindow [Popup / Popin] +uiToggleInventory [Toggle Inventory] +uiCantAddYourSelfInContactList [You cannot add yourself to your friends list, silly.] +uimGcmAddToFriendList [ADD TO FRIENDS LIST] +uiJoinTeamProposal [TEAM INVITATION] +uiTradeInvitation [TRADE INVITATION] +uiCreateNewPartyChat [CREATE NEW PARTY CHAT] +uiChannel [CHANNEL:] +youTell [You tell] +tellsYou [tells you] +uiUserChat [User chat] +uiWindowDontAcceptPeopleAsTarget [Window does not accept people's names as a target.] +uiWindowWantSayOrShout [Can only set mode to 'say' or 'shout' in this window] +uiBotTalk [Talking with NPC ] +uimwChat [MAIN CHAT] +uimwTeam [TEAM LIST] +uiUNIVERSE [Universe] +uiREGION [Region] +uittPeopleAdd [Friend] +uiPeopleAddContact [Add contact] +uiCongifExplanation [Select the configuration to change using the list on the left.\n + \n + - Video resolution is only changed after clicking "APPLY".\n + - Texture changes will only take effect after restarting the game.\n + \n + - The "CANCEL" and "CLOSE" button only cancel changes that were not applied.] +uiGuildBlason [Guild Symbol] +uiGuildName [Guild Name] +uiGuildDescription [Guild Description] +uiGuildBlasonDesign [Guild Symbol Design] +uiGuildBlasonBack [Back] +uiGuildBlasonColor1 [Choose Color 1] +uiGuildBlasonColor2 [Choose Color 2] +uiGuildBlasonFore [Symbol] +uiNegativeSymbol [Invert Symbol] +uiGuildBlasonC1 [Back Color 1] +uiGuildBlasonC2 [Back Color 2] +uittGuildFlagBack [Choose Background] +uittGuildFlagFore [Choose Symbol] +uiConnectionTitle_short [Net] +uimwWindowsBar [WINDOWS BAR] +uiTestDialogue [Test!] +uimGcmTrade [TRADE] +uimGcmLearnSkills [LEARN SKILLS] +uimGcmMissions [MISSIONS] +uimGcmCreateGuild [CREATE GUILD] +uimGcmTeleport [MAKE A PACT] +uimGcmFaction [BUY FACTION ITEMS] +uimGcmCosmetic [BUY COSMETICS] +uimGcmGuildOptions [BUILDING TRADE] +uimGcmOutpostBuilding [BUILDING TRADE] +uimGcmGuildRoleMaster [LEARN GUILD ACTION] +uimGcmAvailableMissions [AVAILABLE MISSIONS] +uimGcmContinueMissions [CONTINUE MISSION] +uimGcmFinishMissions [FINISH MISSION] +uimGcmTradePact [TRADE PACT] +uiSell [SELL] +uiQuickhelpTitle [QUICK HELP] +uimQuickHelp [QUICK HELP] +uiInitHelp [Click on me to get help!] +uiQH_1 [How to Move] +uiQH_2 [How to Use Windows] +uiQH_3 [How to Fight] +uiQH_4 [How to Do Magic] +uiQH_5 [How to Get Your Bearings] +uiQH_6 [How to Change Professions] +uiQH_7 [How to Find Your Instructor] +uiBulkTitle [Bulk] +uiPreview [Detailed List] +uiGuildForumTitle [GUILD FORUM] +uimwGuildForum [GUILD FORUM] +uiExpandWindows [Show/Hide Desktop Buttons] +uiDisconnected [You have been disconnected. Server down or network problem.] +uiMailboxTitle [MAILBOX] +uimwMailbox [MAILBOX] +uiNorth [North] +uimCompassMissions [Missions] +uimCompassLandMarks [Landmarks] +uimCompassTeam [Team] +uimCompassAnimal [Animals] +uiWebHome [Home] +uiWebBack [Back] +uiWebPrevious [Previous] +uiWebNext [Next] +uiWebSubmit [Submit] +uiWebSend [Send] +uiWebReply [Reply] +uiWebForward [Forward] +uiWebNewMessage [New Message] +uiWebNewTopic [New Topic] +uiWebNewPost [New Post] +uiWebDelMessage [Delete Selected Messages] +uiWebDelMess [Delete Message] +uiWebDelTopic [Delete Selected Topics] +uiWebDelPost [Delete Selected Posts] +uiWebIG [Web] +uiBubbleBR [BOTTOM RIGHT] +uiBubbleTR [TOP RIGHT] +uiBubbleBL [BOTTOM LEFT] +uiBubbleTL [TOP LEFT] +uiNextTryton [Next] +uiBackTryton [Back] +uiSkipTryton [Skip Intro] +uiSumScore [Score] +uiSumMax [Max] +uiSumReg [Reg] +uiSumHp [Hit Points] +uiSumSta [Stamina] +uiSumSap [Sap] +uiSumWish [Focus] +uiReplayIntro [Back to Intro] +uiSelPos [Newbie Land] +uiCaracsTable [CHARACTERISTICS] +uiScoreTable [SCORES] +uiSkillTable [SKILLS] +uiSkillTable2 [(click on a skill to filter actions)] +uiGuildTeam [GUILD & TEAM] +uiPhraseBookTitle [ACTION PROGRESSION] +uimPhraseDel [Delete Action] +uimPhraseEdit [Edit Action] +uimPhraseNew [New Action] +uimPhraseInfos [Info] +uittCreatePhrase [New Action] +uiPhraseDisplayTextList [Detailed List] +uiPhraseAutoFold [Auto Fold] +uiPhraseSkillFilter [Skill Filter] +uitabPhraseActions [Actions] +uitabPhraseUpgrades [Upgrades] +uiPhraseCreate [CREATE NEW ACTION] +uiPhraseEdit [EDIT ACTION] +uimPhraseRemoveOptionalBrick [Remove Stanza] +uiPhraseEditIcon [Icon] +uiPhraseEditName [Name] +uiPhraseCOMPOSITION [Composition] +uiPhraseMANDATORIES [EFFECTS:] +uiPhraseCREDITS [CREDITS:] +uiPhraseRESTRICTION [Weapon Compatibility: ] +uittPhraseEditNewOptional [Add Option] +uittPhraseEditNewCredit [Add Credit] +uiPhraseEditNewOptional [Add Option: ] +uiPhraseEditNewCredit [Add Credit: ] +uittPhraseEditValidate [Learn the Action] +uittPhraseFaberBuild [Make the item] +uiPhraseEditCost [Action Cost: ] +uiPhraseEditCredit [Action Credit: ] +uittMemoryPhrase [Memorize Action] +uittExecutingPhrase [Action in Progress.\n + @{6F6F}Click here@{FFFF} to cancel the action.] +uittNextExecutingPhrase [Next Action] +uiCancelCast [Cancel the current action] +uiBotChatPhrase [] +uiPhraseFaberExecute [Craft an item: %item] +uiPhraseFaberExecuteNoPlan [Craft an item.] +uiTextHelpSelectFaberPlan [First select the item to craft.] +uittSelectPlan [Select the plan of the item to craft] +uiTextHelpSelectMp [Select the Raw Materials for each slot] +uittSelectMp [Click to add a Raw Material] +uiTextHelpSelectFaberPlanSlot [<- Click on the PLAN slot to select the item to craft.] +uiPhraseFaberSuccessRate [@{FFF9}Success Rate:@{T16}@{FFFF}%success%] +uihelpFaberMpHeader [%f] +uiFaberMpRemove [Remove] +uiFaberItemResultLevel [Level: ] +uiFaberItemResultHeader [PREVIEW] +uittFaberItemResult [Crafted Item] +uiSpecialPowerFilter [Powers] +uiPhraseNoFilter [All Actions] +uiFaberStatGrayed [For jewels, only the three best types of magical protection and three best forms of resistance are taken.\n + This one is not one of them.] +uiFaberStatActive [For jewelry, only the three best protective magic spells and the three best forms of resistance are used.\n + This is one of them.] +uiBuyFrom [Buy from ] +uiSellTo [Sell to ] +uiLearnFrom [Learn from ] +uiBuy [BUY] +uiTeleport [TELEPORT] +uiLearn [LEARN] +uiBotChatTeleport [MAKE A PACT] +uiBotChatFaction [FACTION ITEMS] +uiBotChatCosmetic [COSMETICS] +uiBotChatGuildOptions [BUILDING] +uiBotChatGuildRoleMaster [GUILD ROLE MASTER] +uittPlayerMoney [Your money] +uittGuildMoney [Your guild's money] +uiNotEnoughMoney [NOT ENOUGH MONEY] +uiNotEnoughFP_Kami [NOT ENOUGH KAMI POINTS] +uiNotEnoughFP_Karavan [NOT ENOUGH KARAVAN POINTS] +uiNotEnoughFP_Fyros [NOT ENOUGH FYROS POINTS] +uiNotEnoughFP_Matis [NOT ENOUGH MATIS POINTS] +uiNotEnoughFP_Tryker [NOT ENOUGH TRYKER POINTS] +uiNotEnoughFP_Zorai [NOT ENOUGH ZORAÏ POINTS] +uittNotEnoughFP_Kami [You don't have enough Kami faction points to buy this] +uittNotEnoughFP_Karavan [You don't have enough Karavan faction points to buy this] +uittNotEnoughFP_Fyros [You don't have enough Fyros faction points to buy this] +uittNotEnoughFP_Matis [You don't have enough Matis faction points to buy this] +uittNotEnoughFP_Tryker [You don't have enough Tryker faction points to buy this] +uittNotEnoughFP_Zorai [You don't have enough Zoraï faction points to buy this] +uiBadPrice [???] +uiBadQuantity [BAD QUANTITY] +uiPriceNotReceived [PRICE NOT RECEIVED] +uiWontBuyThis [I WON'T BUY THIS] +uiWaitingChoiceFromServer [AWAITING CHOICE FROM SERVER] +uiMissionOptionNotReceived [???] +uiWebPageNameNotReceived [???] +uiMissionRingNameNotReceived [???] +uiRegenerateDM [Regenerate] +uiAcceptDM [Accept] +uiBotChatMissions [MISSIONS] +uiSelectMission [Select a Mission] +uiAcceptMission [Accept Mission?] +uiBotChatNews [News] +uiBotChatMissionEnd [] +uiBotChatDynamicMission [DYNAMIC MISSION] +uiMapTitle [MAP] +uiMap [Map] +uiRemove [REMOVE] +uiRename [RENAME] +uiCreateUserLM [CREATE LANDMARK] +uiCreateUserLMAtUserPos [CREATE LANDMARK AT CURRENT LOCATION] +uiTargetLM [TARGET IN COMPASS] +uiNoMoreLandMarks [No more landmarks available! Please remove one of them.] +uittZoomIn [Zoom in] +uittZoomOut [Zoom out] +uiStartPoint [Start point] +uiCreateNewLandMark [Create new landmark] +uitCenter [CENTER MAP ON YOURSELF] +uiNameLandMark [Name] +uiMenuCenter [CENTER MAP ON YOURSELF] +uittCenter [Center Map] +uiBotChatZCCharges [ZONE CHARGES] +uiSelectZCCharge [Apply for a Zone Charge] +uiAcceptZCCharge [Apply?] +uiBotChatRMBuy [ROLE MASTERS] +uiSelectRMBuy [Hire a Role Master] +uiAcceptRMBuy [Hire Role Master?] +uiBotChatRMUpgrade [ROLE MASTERS] +uiSelectRMUpgrade [Upgrade a Role Master] +uiAcceptRMUpgrade [Upgrade Role Master?] +uiBotChatBuilding [BUILDINGS] +uiSelectBuilding [Select a building] +uiAcceptBuilding [Build?] +uiGuildXP [GUILD XP:] +uiNotEnoughGuildMoney [NOT ENOUGH GUILD MONEY] +uiNotEnoughGuildXP [NOT ENOUGH GUILD XP] +uiUnitValue [Unit Value] +uiQtty [Quantity] +uiPrice [Price] +uiImmediatePrice [Base Price] +uittPriceWithFameEqual [This price depends on your fame] +uittPriceWithFameDiff [This price depends on your fame (the vendor will add a margin)] +uiResaleHeader [Resale Price] +uiResaleMargin [Resale Margin] +uiUnitResalePrice [Unit Resale Price] +uiBonusOnResale [Bonus On Resale] +uiCantResaleCauseDamaged [This item won't be resold because it is damaged] +uiCantResaleCauseTooLate [This item won't be resold because resale date has expired] +uiResaleButton [Enable Resale] +uiBadResalePrice [BAD RESALE PRICE] +uiSellImmediately [SELL TO MERCHANT] +uittDirectSellButton [Sell now at base price (Shift + ENTER)] +uiLetResell [SELL ON TO OTHERS] +uittResellButton [Enable resale of items (ENTER)] +uitabBuyResale [Resale] +uitabBuyNpc [Merchant] +uitabBuyResaleAndNpc [Resale and Merchant] +uitabBuyPlayer [Yours] +uiRetire [RETRIEVE] +uiItemSold [Item Sold] +uiItemSoldColor [@{08FF}] +uiItemUserSellColor [@{FF0F}] +uiItemUserSellColorNotRetirable [@{FF08}] +uiItemCannotUseColor [@{F80B}] +uiUnitFPPrice [P.P. % Unit FAC] +uiTotalFPPrice [P.P. % Total FAC] +uiTipsTitle [Tips ] +uiTipsEnd [Press Up or Down keys for the next or previous tip.] +uiTipsTeleport [Loading continent %s, day %d, time %d. The season is %s and the weather is %s.] +uiTips0 [Instead of dragging and dropping your items in an Armor/Set or Jewelry Slot,\n + you can directly left-click on those slots to select the item in your bag.] +uiTips1 [To learn how to use the game just click on the '?' button and select HELP] +uiTips2 [Right clicking on any window allows you to lock/unlock it and to change opacity.] +uiTips3 [Right clicking on the Main Chat window allows you to filter messages.] +uiTips4 [Press 'F1','F2','F3' or 'F4' to change the virtual desktop\n + Press and hold 'F1', 'F2', 'F3' or 'F4' to display the window selection interface] +uiTips5 [Press '1', '2' ... '9' to execute your shortcuts.\n + Press SHIFT + '1', '2' ... '9' to execute the second set of shortcuts.] +uiTips6 [Right-Clicking on an ability or spell icon opens an info window.] +uiTips7 [Press ALT + '1', '2' ... '0' to send prememorized chat sentences.\n + Press ALT + SHIFT + '1', '2' ... '0' to send a second set of prememorized chat sentences.] +uiTips8 [Press 'ENTER' to activate the chat box] +uiTips9 [Press 'P' to show or hide the player character sheet window\n + Press 'I' to show or hide the player inventory] +uiTips10 [Press 'CTRL - R' to reply to last Tell once.\n + Press CTRL + 'R' to chat with last player that tells you.] +uiTips11 [Press SPACEBAR to select the enemies in front of you. Repeat to cycle through enemies.\n + Press CTRL + SPACEBAR to select friends in front of you.] +uiTips12 [Press Numpad '0' to see behind your character.] +uiTips13 [Press F12 to deselect your target.] +uiTips14 [Press ESCAPE to close the last information window opened.\n + Press SHIFT + ESCAPE to close all the information windows at once.] +uiTips15 [Press X to show or hide the main chat.\n + Press W to show or hide system information.] +uiTips16 [Press M to show or hide the map.\n + You can place way points on the map and target them with the compass.] +Combat [Combat] +Craft [Craft] +Dodge [Dodge] +MagicDefense [Magic defense] +ArmorWear [Armor wear] +AutoLaunch [Auto Launch] +Bowgun [Bowgun] +Bowpistol [Bowpistol] +Boxing [Boxing] +Cure [Cure] +Curse [Curse] +Launcher [Launcher] +Mace [Mace] +Sickness [Sickness] +Staff [Staff] +Wrestling [Wrestling] +uiShowing [Showing: ] +uiSkillPoints [SKILL POINTS] +uiSkillPoints0 [Available in Fight ] +uiSkillPoints1 [Available in Magic ] +uiSkillPoints2 [Available in Craft ] +uiSkillPoints3 [Available in Harvest ] +uiSkillPointsBold0 [FIGHT SKILL POINTS:] +uiSkillPointsBold1 [MAGIC SKILL POINTS:] +uiSkillPointsBold2 [CRAFT SKILL POINTS:] +uiSkillPointsBold3 [HARVEST SKILL POINTS:] +uimGcmTradePhase [DEVELOP SKILLS] +uiNotEnoughSkillPoints [NOT ENOUGH SKILL POINTS] +uiHP [HP] +uittHP [Show the health points above the character] +uiTeam [TEAM] +uiDebugCommand [Debug command] +uiDebugShowTimedFXs [Debug Show Timed FXs] +sc [Craft] +sd [Defense] +sf [Fight] +sm [Magic] +uiQuestionMarks [???] +uiTargetTwoPoint [Target:] +uittActionIcon [Action Icon] +uittActionName [Action Name] +uiPhraseTotal [Total] +uiBalanceCost [Cast Impossible] +uiBalanceCred [Difficulty Bonus] +uiBalanceEqual [Match] +uiEnterDontQuitCB ["Enter" Doesn't Quit Chat Box] +uiFontSize [Font Size] +uigcInSceneInterface [IN SCENE] +uigcInSceneInterfaceUser [PLAYER INFO] +uigcInSceneInterfaceFriend [FRIEND INFO] +uigcInSceneInterfaceEnemy [ENEMY INFO] +uigcInSceneChatMessages [CHAT MESSAGES] +uiGuildSymbol [Guild Symbol] +uittGuildSymbol [Show the guild symbol above the character] +uittName [Show the character's name above the character] +uiTitle [Title] +uittTitle [Show the character's title above the character] +uigcGuildName [Guild Name] +uittGuildName [Show the guild name above the character] +uiSTA [Stamina] +uittSTA [Show the character stamina bar above the character] +uiSAP [Sap] +uittSAP [Show the character sap bar above the character] +uiFOC [Focus] +uittFocus [Show the character focus bar above the character] +uiActionBar [Character Action Bar] +uittActionBar [Show the action bar above the character] +uiPvpLogo [PvP Logo] +uittPvpLogo [Display the PvP logo above the character, if applicable] +uiMissionIcon [Mission Information] +uittMissionIcon [Display mission information above NPCs and on the compass] +uiMiniMissionIcon [Small Icons] +uittMiniMissionIcon [Display small icons on the compass] +uigcEntityColor [ENTITY COLORS] +uiEntityColors [Entity Colors] +uiUserColor [Player] +uittUserColor [Color used to display your character] +uiPlayerColor [Other Players] +uittPlayerColor [Color used to display player characters] +uiNPCColor [NPC] +uittNPCColor [Color used to display Non Player Characters] +uiFaunaColor [Fauna] +uittFaunaColor [Color used to display Mobs] +uiTargetColor [Target] +uittTargetColor [Color used to display the current target] +uiGroupColor [Team Members] +uittGroupColor [Color used to display team members] +uiGuildRadarColor [Guild Members] +uittGuildRadarColor [Color used to display guild members] +uiMountColor [Mount] +uittMountColor [Color used to display your mount] +uiBeastColor [Animals] +uittBeastColor [Color used to display your animals] +uiSourceColor [Sources] +uittSourceColor [Color used to display your raw material sources] +uiDeadColor [Corpses] +uittDeadColor [Color used to display corpses] +uiPvpEnemyColor [PvP Enemies] +uittPvpEnemyColor [Color used to display your PvP enemies] +uiPvpAllyColor [PvP allies] +uittPvpAllyColor [Color used to display your PvP allies] +uiPvpAllyInTeamColor [PvP Allies in Team] +uittPvpAllyInTeamColor [Color used to display your PvP allies who are in your team] +uiPvpAllyInGuildColor [PvP Allies in Guild] +uittPvpAllyInGuildColor [Color used to display your PvP allies who are in your guild] +uiPvpNeutralColor [PvP Neutrals] +uittPvpNeutralColor [Color used to display neutral characters in PvP] +uiUserIS [In Scene Player Information] +uiFriendIS [In Scene Friend Information] +uiEnemyIS [In Scene Enemy Information] +uiChatIS [In Scene Chat Bubbles] +uiUserMessages [Player Chat bubbles] +uittUserMessages [Show your chat messages above your character] +uiFriendMessages [Friend Chat Bubbles] +uittFriendMessages [Show friends' chat messages above their characters] +uiEnemyMessages [Enemy Chat Bubbles] +uittEnemyMessages [Show enemy chat messages above their character] +uiNewTitleBold [YOU WIN A NEW TITLE: ] +uiHands [Actions] +uiPhraseBook [Action Progression] +uiMailBox [Mailbox] +uiRadar [Radar] +uiGuildForum [Forums] +uiDragRewardToInventory [Drag and drop items] +uiTalkMem [Talk Memorized] +uiTalkMemMsg [Message] +uiTalkMemMsg00 [Hello!] +uiTalkMemMsg01 [Bye!] +uiTalkMemMsg02 [Yes] +uiTalkMemMsg03 [No] +uiTalkMemMsg04 [Follow me] +uiTalkMemMsg05 [Help me] +uiTalkMemMsg06 [I need some heals] +uiTalkMemMsg07 [I'm looking for a team member] +uiTalkMemMsg08 [Hug] +uiTalkMemMsg09 [Yeah!] +uiTalkMemMsg10 [What's going on?] +uiTalkMemMsg11 [Dude?] +uiTalkMemMsg12 [Why not?] +uiTalkMemMsg13 [On the way] +uiTalkMemMsg14 [Hi, sir] +uiTalkMemMsg15 [Stop talking to me] +uiTalkMemMsg16 [Leave me alone!] +uiTalkMemMsg17 [Are you crazy?] +uiTalkMemMsg18 [Aahahahaha] +uiTalkMemMsg19 [That's the way it is] +uiMeterUnit [m] +uiKilometerUnit [km] +uiRunWalk [Run/Walk Toggle] +uiNetStatus [Network status] +uiBugReport [Bug report] +uiActionShortcuts [Action Shortcuts] +uiSetNumber [Set Number] +uiShowContextHelp [Show Context Help] +uiFameCiv [CIVILISATION FAME] +uiFameGuild [GUILD FAME] +uiFamePerso [PERSONAL FAME] +uiFameRecalc [GLOBAL FAME] +uihelpMission [Mission Details] +uihelpZCCharge [Zone Details] +uihelpRMBuy [Role Master Details] +uihelpRMUpgrade [Role Master Upgrade Details] +uihelpBuilding [Building Details] +uihelpZCRequirement [Zone Requirement Details] +uihelpBuildingRequirement [Building Requirement Details] +uihelpOutpostBuilding [Building Details] +uimGcmZoneCharge [REVIEW CHARGES] +uimGcmCancelZoneCharge [ABANDON CHARGE] +uimGcmChooseBuilding [BUILD BUILDING] +uimGcmDestroyBuilding [DESTROY BUILDING] +uimGcmDeclareWar [DECLARE WAR] +uimGcmBuyRM [HIRE ROLE MASTER] +uimGcmUpgradeRM [UPGRADE ROLE MASTER] +uiQCancelZoneCharge [Do you really want to abandon the charge?] +uiQDestroyBuilding [Do you really want to destroy the building?] +uiQDeclareWar [Do you really want to declare war?] +uiQReplaceAppartment [Buying this apartment will destroy your current one and all the items in it.\n + Do you really want to do this?] +uiDayBeforeNextZCDistrib [Day(s) Left Before Next Charge Attribution: ] +uiRearView [Rear View] +uiDecline [Decline] +youShout [You shout] +youSay [You say] +heShout [shouts] +heSays [says] +uiPleaseWait [Please wait...] +uiFrontSelection [Front selection] +uiFrontSelectionType [Type] +uiFrontSelectionFriend [Friends] +uiFrontSelectionEnnemy [Enemies] +uiTeamSelectNotInVision [This team member is too far to select.] +Refugee [Refugee] +Homin [Homin] +Novice_Artisan [Novice Crafter] +Novice_Warrior [Novice Warrior] +Novice_Harvester [Novice Harvester] +Novice_Magician [Novice Magician] +Artisan_Apprentice [Crafter Apprentice ] +Warrior_Apprentice [Warrior Apprentice ] +Magician_Apprentice [Magician Apprentice ] +Fyros_Artisan_Apprentice [Fyros Crafter Apprentice ] +Matis_Artisan_Apprentice [Matis Crafter Apprentice ] +Tryker_Artisan_Apprentice [Tryker Crafter Apprentice ] +Zorai_Artisan_Apprentice [Zoraï Crafter Apprentice ] +Melee_Warrior_Apprentice [Melee Warrior Apprentice ] +Sniper_Apprentice [Sniper Apprentice ] +Fyros_Armorer_Apprentice [Fyros Armorer Apprentice] +Fyros_Jeweler_Apprentice [Fyros Jeweler Apprentice] +Fyros_Weapon_Smith_Apprentice [Fyros Weaponsmith Apprentice] +Fyros_Munitioner_Apprentice [Fyros Munitioner Apprentice] +Fyros_Gun_Smith_Apprentice [Fyros Gunsmith Apprentice] +Fyros_Shield_Smith_Apprentice [Fyros Shieldsmith Apprentice] +Matis_Armorer_Apprentice [Matis Armorer Apprentice] +Matis_Jeweler_Apprentice [Matis Jeweler Apprentice] +Matis_Weapon_Smith_Apprentice [Matis Weaponsmith Apprentice] +Matis_Munitioner_Apprentice [Matis Munitioner Apprentice] +Matis_Gun_Smith_Apprentice [Matis Gunsmith Apprentice] +Matis_Shield_Smith_Apprentice [Matis Shieldsmith Apprentice] +Tryker_Armorer_Apprentice [Tryker Armorer Apprentice] +Tryker_Jeweler_Apprentice [Tryker Jeweler Apprentice] +Tryker_Weapon_Smith_Apprentice [Tryker Weaponsmith Apprentice] +Tryker_Munitioner_Apprentice [Tryker Munitioner Apprentice] +Tryker_Gun_Smith_Apprentice [Tryker Gunsmith Apprentice] +Tryker_Shield_Smith_Apprentice [Tryker Shieldsmith Apprentice] +Zorai_Armorer_Apprentice [Zoraï Armorer Apprentice] +Zorai_Jeweler_Apprentice [Zoraï Jeweler Apprentice] +Zorai_Weapon_Smith_Apprentice [Zoraï Weaponsmith Apprentice] +Zorai_Munitioner_Apprentice [Zoraï Munitioner Apprentice] +Zorai_Gun_Smith_Apprentice [Zoraï Gunsmith Apprentice] +Zorai_Shield_Smith_Apprentice [Zoraï Shieldsmith Apprentice] +Melee_Warrior [Melee Warrior] +Range_Fighter [Range Fighter] +Light_Armsman [Light Armsman] +Heavy_Armsman [Heavy Armsman] +Gunman [Gunman] +Heavy_Gunman [Heavy Gunman] +Advanced_Gunman [Advanced Gunman] +Advanced_Heavy_Gunman [Advanced Heavy Gunman] +Bludgeoner [Bludgeoner] +Skewerer [Skewerer] +Slasher [Slasher] +Smasher [Smasher] +Impaler [Impaler] +Cleaver [Cleaver] +Bowman [Bowman] +Heavy_Bowman [Heavy Bowman] +Pistoleer [Pistoleer] +Heavy_Artilleryman [Heavy Artilleryman] +Crossbowman [Crossbowman] +Artilleryman [Artilleryman] +Rifleman [Rifleman] +Maceman [Maceman] +Brute [Brute] +Knifeman [Knifeman] +Spearman [Spearman] +Axeman [Axeman] +Swordsman [Swordsman] +Heavy_Maceman [Heavy-Maceman] +Pikeman [Pikeman] +Heavy_Axeman [Heavy-Axeman] +Heavy_Swordsman [Heavy-Swordsman] +Master_Bowman [Master Bowman] +Master_Heavy_Bowman [Master Heavy Bowman] +Master_Pistoleer [Master Pistoleer] +Master_Heavy_Artilleryman [Master Heavy Artilleryman] +Master_Crossbowman [Master Crossbowman] +Master_Artilleryman [Master Artilleryman] +Master_Rifleman [Master Rifleman ] +Master_Maceman [Master Maceman] +Master_Brute [Master Brute] +Master_Knifeman [Master Knifeman] +Master_Spearman [Master Spearman] +Master_Axeman [Master Axeman] +Master_Swordsman [Master Swordsman] +Master_Heavy_Maceman [Master Heavy-Maceman] +Master_Pikeman [Master Pikeman] +Master_Heavy_Axeman [Master Heavy-Axeman] +Master_Heavy_Swordsman [Master Heavy-Swordsman] +Master_Hand_To_Hand_Fighter [Master Hand to Hand Fighter] +Hand_To_Hand_Fighter [Hand to Hand Fighter] +Close_Fighter [Close Fighter] +Advanced_Close_Fighter [Advanced Close Fighter] +Defensive_Magician [Defensive Magician] +Offensive_Magician [Offensive Magician] +Elementalist_Apprentice [Apprentice Elementalist] +Mentalist [Mentalist] +Enchanter [Enchanter] +Summoner [Summoner] +Master_Of_Illusion [Master of Illusion] +Mind_Lord [Mind Lord] +Healer [Healer] +Shaman [Shaman] +Priest [Priest] +Master_Of_Life [Master of Life] +Celestial_Guardian [Celestial Guardian] +Black_Mage [Black Mage] +Affliction_Bringer [Affliction Bringer] +Master_Of_Torment [Master of Torment] +Avatar_Of_Sorrow [Avatar of Sorrow] +Destroyer [Destroyer] +Warlock [Warlock] +Archmage [Archmage] +Master_Of_Pain [Master of Pain] +Avatar_Of_Destruction [Avatar of Destruction] +Elementalist [Elementalist] +Alchemist [Alchemist] +Biomancer [Biomancer] +Master_Of_Energies [Master of Energies] +Chosen_Of_Atys [Atys Chosen] +FBT [Elder of Atys] +SGM [Senior Game Master] +GM [Game Master] +SG [Senior Guide] +G [Guide] +Armorer_Apprentice [Armorer Apprentice] +Jeweler_Apprentice [Jeweler Apprentice] +uiCloudy [Cloudy] +uiFair [Fair] +uiMisty [Misty] +uiRainy [Rainy] +uiSandThundery [Sand storm] +uiSapThundery [Sap storm] +uiSnowy [Snowy] +uiThundery [Thundery] +uiHumidity [Humidity] +uiWind [Wind] +uiContinentIndoors [] +uiContinentRouteGouffre [Abyss Route] +uiContinentLeCarrefour [Crossroads] +uiContinentFyros [Fyros Lands] +uiContinentLePaysMalade [Witherings] +uiContinentTryker [Tryker Lands] +uiContinentLesFalaises [Cliffs] +uiContinentLesIlesVivantes [Living Islands] +uiContinentSources [Sources] +uiContinentTerre [Forgotten Lands] +uiContinentBagne [Abyss of Ichor] +uiTheSeasonIs [It's ] +uiAndTheWeatherIs [ and the weather is ] +uiSeason0 [Spring] +uiSeason1 [Summer] +uiSeason2 [Autumn] +uiSeason3 [Winter] +uiCommandWrongArgumentCount [Wrong argument count in the command.] +mpfam151 [Yubo Bone] +mpfam152 [Yubo Skin] +mpfam688 [Yubo Eye] +mpfam689 [Yubo Leather] +mpfam690 [Yubo Nail] +mpfam691 [Yubo Pelvis] +mpfam692 [Yubo Tooth] +mpfam696 [Primitive Necklace] +mpfam697 [Atrium] +mpgroup0 [Undefined] +mpgroup1 [Sap] +mpgroup2 [Amber] +mpgroup3 [Node] +mpgroup5 [Bark] +mpgroup6 [Fiber] +mpgroup12 [Seed] +mpgroup16 [Shell] +mpgroup20 [Resin] +mpgroup21 [Wood] +mpgroup22 [Food] +mpgroup23 [Aggressive Plant] +mpgroup24 [Blood] +mpgroup25 [Skull] +mpgroup26 [Construction] +mpgroup27 [Creature] +mpgroup28 [Fur] +mpgroup29 [Goo] +mpgroup30 [Insect] +mpgroup31 [Kitin] +mpgroup32 [Meat] +mpgroup33 [Harmful] +mpgroup34 [Oil] +mpgroup35 [Preservative] +mpgroup36 [Mineral] +mpgroup37 [Paper] +mpgroup38 [Pack] +mpgroup39 [Token] +mpgroup40 [Outpost] +mpgroup41 [Corrupted Moor] +mpgroup42 [Kitins' Lair] +mpSource [Raw Material Source] +uittRun [Run Mode] +uittWalk [Walking Mode] +uittSit [Sit Mode] +uittPlayerLifeFormat [Life: %v/%m] +uittPlayerStaminaFormat [Stamina: %v/%m] +uittPlayerSapFormat [Sap: %v/%m] +uittPlayerFocusFormat [Focus: %v/%m] +uittBulkFormat [@{6F6F}Bulk@{FFFF}: %v/%m] +uittInvSlots [Used @{6F6F}slots@{FFFF}/maximum] +uiBotChatSkillPointCost [Skill Points: ] +uiBotChatSkillPointCostNotReceived [Skill Point Cost not received.] +uittForageTime [Available Extraction Time] +uittForageContent [Source Content] +uittForageLife [Source Life] +uittForageDanger [Extraction Risk] +uittForageKami [Local Kami Tolerance] +uittQualityAbbrev [of Qlt] +uiForageToolMissing [You don't have a foraging tool.] +uiExtractionPhraseMissing [There are no extraction actions available on your action bar.] +uimEnterStable [Enter Stable] +uimLeaveStable [Leave Stable] +uiAnimals [Animals] +uiAnimalsTitle [ANIMALS] +uittSatiety [Red: Hit Points; Orange: Bulk; White: Satiety. If this bar falls to zero, the animal is hungry.] +uittAliveLandscape [The animal is alive and out of the stable.\n + @{6F6F}Left click @{FFFF}to select.\n + @{6F6F}Right click @{FFFF}to give an order.] +uittStable [The animal is in the stable.\n + @{6F6F}Left click @{FFFF}to select.\n + @{6F6F}Right click @{FFFF}to give an order.] +uittDead [The animal is dead.\n + @{6F6F}Left click @{FFFF}to select.\n + @{6F6F}Right click @{FFFF}to give an order.] +uittDeathTimer [Time remaining before the dead animal vanishes] +uittAnimalDeadPopupToolTip [Number of hours remaining before the first of your dead animals vanishes] +uiAnimalSelectNotInVision [You cannot select this animal because it is too far away.] +uiPATitlePacker1 [Packer 1] +uiPATitlePacker2 [Packer 2] +uiPATitlePacker3 [Packer 3] +uiPATitlePacker4 [Packer 4] +uiPATitleMount1 [Mount 1] +uiPATitleMount2 [Mount 2] +uiPATitleMount3 [Mount 3] +uiPATitleMount4 [Mount 4] +uiPATitleDemon1 [Demon 1] +uiPATitleDemon2 [Demon 2] +uiPATitleDemon3 [Demon 3] +uiPATitleDemon4 [Demon 4] +uiPABagTitlePacker0 [PACKER 1] +uiPABagTitlePacker1 [PACKER 2] +uiPABagTitlePacker2 [PACKER 3] +uiPABagTitlePacker3 [PACKER 4] +uiPABagTitleMount0 [MOUNT 1] +uiPABagTitleMount1 [MOUNT 2] +uiPABagTitleMount2 [MOUNT 3] +uiPABagTitleMount3 [MOUNT 4] +uiPABagTitleDemon0 [DEMON 1] +uiPABagTitleDemon1 [DEMON 2] +uiPABagTitleDemon2 [DEMON 3] +uiPABagTitleDemon3 [DEMON 4] +uiAnimalDetailedList [Detailed List] +uiAnimalInStable [Your animal is in a stable] +uiAnimalTooFar [Your animal is too far away] +uimMtPaPacker0 [PACKER 1] +uimMtPaPacker1 [PACKER 2] +uimMtPaPacker2 [PACKER 3] +uimMtPaPacker3 [PACKER 4] +uimMtPaMount0 [MOUNT 1] +uimMtPaMount1 [MOUNT 2] +uimMtPaMount2 [MOUNT 3] +uimMtPaMount3 [MOUNT 4] +uimMtPaDemon0 [DEMON 1] +uimMtPaDemon1 [DEMON 2] +uimMtPaDemon2 [DEMON 3] +uimMtPaDemon3 [DEMON 4] +uimMtGuild [GUILD] +uimMtRoom [ROOM] +uittLmSteed [Mount] +uittLmPA0 [Packer 1] +uittLmPA1 [Packer 2] +uittLmPA2 [Packer 3] +uittLmPA3 [Packer 4] +uittLMTeam0 [Team 0] +uittLMTeam1 [Team 1] +uittLMTeam2 [Team 2] +uittLMTeam3 [Team 3] +uittLMTeam4 [Team 4] +uittLMTeam5 [Team 5] +uittLMTeam6 [Team 6] +uittLMTeam7 [Team 7] +uiCP_Infos [INFO] +uiCP_title1 [CHARACTER] +uiCP_title2 [DESTINATION] +uiCP_selection [SELECTION] +uiCP_creation [CREATION] +uiCharSel_EmptySlot [EMPTY SLOT] +uiCharSel_Play [PLAY] +uiCharSel_Del [DELETE] +uiCharSel_CreateNew [CREATE NEW] +uiCharSel_CreateRan [RANDOM] +uiCharSel_Quit [QUIT] +uiCharSel_DelChar [Do you really want to delete this character?] +uiCP_Delete_yes [DELETE] +uiCP_Delete_no [CANCEL] +uiCP_Menu_1 [CIVILIZATIONS] +uiCP_Menu_2 [GENDER] +uiCP_Menu_3 [BODY] +uiCP_Menu_4 [FACE] +uiCP_Menu_5 [ACTIONS] +uiCP_Specie_Fyros [FYROS] +uiCP_Specie_Matis [MATIS] +uiCP_Specie_Tryker [TRYKER] +uiCP_Specie_Zorai [ZORAÏ] +uiCP_Sex_Male [MALE] +uiCP_Sex_Female [FEMALE] +uiCP_Result [RESULT] +uiCP_BP1 [Specialization: ] +uiCP_BP_Des [CONTENT DETAILS:] +uiCP_Items [ITEMS:] +uiCP_Actions [ACTIONS:] +uiCP_Finish [FINISH] +uiCP_Abort [ABORT] +uiCP_Abort2 [You will lose your modifications by aborting...] +uiCP_Abort_yes [CONTINUE] +uiCP_Abort_no [CANCEL] +uiCP_Title [TITLE: ] +uiCP_Pack [ACTION PACK CONTENT:] +uiCP_Refugee [REFUGEE] +uiCP_Fight1 [NOVICE FIGHTER] +uiCP_Fight2 [APPRENTICE FIGHTER] +uiCP_Magic1 [NOVICE MAGICIAN] +uiCP_Magic2 [APPRENTICE MAGICIAN] +uiCP_Forage1 [NOVICE FORAGER] +uiCP_Forage2 [APPRENTICE FORAGER] +uiCP_Craft1 [NOVICE CRAFTER] +uiCP_Craft2 [APPRENTICE CRAFTER] +uiCP_JOB1 [FIGHT] +uiCP_JOB2 [MAGIC] +uiCP_JOB3 [FORAGE] +uiCP_JOB4 [CRAFT] +uiCP_Res_F [- Fight Specialization] +uiCP_Res_M [- Magic Specialization] +uiCP_Res_G [- Forage Specialization] +uiCP_Res_C [- Craft Specialization] +uiCP_Job_F1 [1- Dagger\n + 2- Accurate Attack 1 Action] +uiCP_Job_M1 [1- Magic Amplifiers of quality 10\n + 2- Acid Damage 1 Spell] +uiCP_Job_G1 [1- Foraging Tool\n + 2- Basic Extraction Action] +uiCP_Job_C1 [1- Armor Crafting Tool\n + 2- 50 Generic raw materials of quality 10\n + 3- Ability to Craft Your Race's Armor\n + 4- Crafting Plan for Boots] +uiCP_Job_F2 [1- Dagger\n + 2- Accurate Attack 1 Action\n + 3- Increase Damage 1 Stanza] +uiCP_Job_M2 [1- Magic Amplifiers of quality 10\n + 2- Acid Damage 1 Spell\n + 3- Fear 1 Spell] +uiCP_Job_G2 [1- Foraging Tool\n + 2- Basic Extraction Action\n + 3- Basic Prospection Action] +uiCP_Job_C2 [1- Armor Crafting Tool\n + 2- 100 Generic raw materials of quality 10\n + 3- Ability to Craft Your Race's Armor\n + 4- Crafting Plan for Boots\n + 5- Crafting Plan for Gloves] +uiCP_Name_Enter [Enter a Name\n + \n + Each character in Ryzom Core has a unique name which allows you to recognize and communicate with other players. Names must follow the rules of the Naming Policy (see www.Ryzom Core.com) and must be a single word composed of the letters A to Z with no accents, spaces, numbers or special characters.\n + ] +uiCP_Name_Cancel [CANCEL] +uiCP_Name_Submit [SUBMIT] +uiCP_Name_Invalid [Invalid name, please try another] +uiLocation_ [] +uiLocation_Play [PLAY NOW] +uiLocation_Back [PLAY LATER] +uiCP_Location_Back [Are you sure you want to start with this character at the selected destination later?] +uiQConfirmFreeAnimal [Do you really want to free this animal?] +uiQConfirmFreeAllAnimal [Do you really want to free all your animals?] +uitabBag [Bag] +uitabPacker0 [Packer 1] +uitabPacker1 [Packer 2] +uitabPacker2 [Packer 3] +uitabPacker3 [Packer 4] +uiInfos_Close [CLOSE] +uiCharSel_Infos1 [Character Selection Info - Not Empty] +uiCharSel_Infos2 [Character Selection Info - Empty] +uiLocation_Infos [Location Info] +uiAppear_Infos1 [Civilization Description] +uiAppear_Infos2 [Appearance Info - Gender] +uiAppear_Infos3 [Appearance Info - Body] +uiAppear_Infos4 [Appearance Info - Face] +uiAppear_Infos5 [Appearance Info - Actions] +uiWebOnQuit [FILL IN THE SURVEY] +uiTaskbarTextMode [Text Mode] +uiTaskbarIconMode [Icon Mode] +uiTaskbarResetUI [Reset UI] +uimTouchpad [PAD] +uimCustomer [SUPPORT] +uiMilko [PAD] +uiMK_Actions [ACTIONS] +uiMK_Emotes [EMOTES] +uiMK_Game [GAME] +uiMK_Wins [WINDOWS] +uiMK_Move [STOP/MOVE TOGGLE] +uiMK_Move_1 [STOP] +uiMK_Move_0 [MOVE] +uiMK_Sit [STAND/SIT TOGGLE] +uiMK_Sit_1 [STAND] +uiMK_Sit_0 [SIT] +uiMK_Run [WALK/RUN TOGGLE] +uiMK_Run_1 [RUN MODE] +uiMK_Run_0 [WALK MODE] +uiMK_Attack [ATTACK/DISENGAGE TOGGLE] +uiMK_Attack_0 [ATTACK] +uiMK_Attack_1 [DISENGAGE] +uiMK_Defense [DODGE/PARRY TOGGLE] +uiMK_Defense_0 [DODGE MODE] +uiMK_Defense_1 [PARRY MODE] +uiMK_Action_1 [EXTRACT] +uiMK_Kick [INVITE/KICK/DISBAND] +uiMK_Kick_0 [INVITE] +uiMK_Kick_1 [KICK] +uiMK_Action_2 [DISBAND] +uiMK_Action_3 [TALK TO] +uiMK_Game_1 [HELP] +uiMK_Game_2 [WINDOWS] +uiMK_MoreWin [MORE...] +uiMK_Game_3 [1st DESKTOP] +uiMK_Game_4 [2nd DESKTOP] +uiMK_Game_5 [3rd DESKTOP] +uiMK_Game_6 [4th DESKTOP] +uiMK_Game_7 [QUIT GAME] +uiMK_Game_8 [GAME CONFIGURATION] +uiMK_Game_Desk [DESKTOPS] +uiConfigTitle [Ryzom Core Configuration] +uiConfigLanguage [Language:] +uiConfigSaveConfig [Save config file when quitting the game] +uiConfigAdvanced [Advanced] +uiConfigSlowDown [Slow down the game (Process Low priority)] +uiConfigOK [&OK] +uiConfigCancel [&Cancel] +uiConfigLaunch [Play Ryzom Core] +uiConfigApply [&Apply] +uiConfigDefault [&Default] +uiConfigErrorReadingTheFile [Error reading the file] +uiConfigErrorWritingTheFile [Error writing the file] +uiConfigQuitWithoutSaving [Are you sure you want to quit without saving the configuration?] +uiConfigRestaureDefault [Are you sure you want to restore the default configuration?] +uiConfigGeneral [General] +uiConfigDisplay [Display] +uiConfigDisplayDetails [Display details] +uiConfigDisplayAdvanced [Display advanced] +uiConfigDisplaySysInfo [System information] +uiConfigDisplayOpenGLInfo [OpenGL information] +uiConfigDisplayD3DInfo [Direct3D information] +uiConfigSound [Sound] +uiConfigPoor [Low] +uiConfigMedium [Medium] +uiConfigNormal [Normal] +uiConfigSuper [High] +uiConfigTexturePoor [Low (32 Mb VRAM)] +uiConfigTextureNormal [Normal (64 Mb VRAM)] +uiConfigTextureSuper [High (128 Mb VRAM)] +uiConfigBits [bits] +uiConfigHz [Hz] +uiConfigTracks [Tracks] +uiConfigDriver [Driver] +uiConfigOpenGLOrD3D [Specify if Ryzom Core is to be run in OpenGL or Direct3D:] +uiConfigParameters [Parameters] +uiConfigWindowedOrFullscreen [Specify if Ryzom Core is to be run in fullscreen or window mode:] +uiConfigVideoMode [Specify a video mode:] +uiConfigWidth [Width:] +uiConfigHeight [Height:] +uiConfigPositionX [X Position:] +uiConfigPositionY [Y Position:] +uiConfigFullscreen [Fullscreen] +uiConfigWindowed [Windowed] +uiConfigOpenGL [OpenGL] +uiConfigDirect3D [Direct3d] +uiConfigAuto [Auto] +uiConfigLandscape [Landscape] +uiConfigLOD [Level of Detail:] +uiConfigCharacters [Characters] +uiConfigFX [FX] +uiConfigTexture [Textures] +uiConfigVendor [Vendor: ] +uiConfigRenderer [Renderer: ] +uiConfigVersion [Version: ] +uiConfigExtensions [Extensions: ] +uiConfigActivateSound [Enable Sound] +uiConfigSoundBuffer [Sound tracks:] +uiConfigEnableEAX [Enable EAX] +uiConfigEnableFMod [Use FMod mode] +uiConfigSoundForceSoftware [Software Sound (may increase FPS)] +uiConfigAboutRyzomConfiguration [About Ryzom Core Configuration] +uiConfigRyzomConfigurationVersion [Ryzom Core Configuration Version 0.9] +uiConfigCopyright [Copyright Winch Gate Property Limited (C) 2008] +uiConfigDescription [Description: ] +uiConfigDriverDesc [Driver: ] +uiConfigDriverVersion [Driver version: ] +uiConfigAdvancedComment [Modify these settings only if you have trouble launching the game] +uiConfigDisableDXTC [Disable texture compression] +uiConfigDisableVP [Disable vertex shaders] +uiConfigDisableAGP [Disable AGP for vertices] +uiConfigDisableTextureShader [Disable pixel shaders] +uiConfigMenuAbout [&About Ryzom Core Configuration...] +uiConfigSystemInfoPhyMem [Physical memory: ] +uiConfigSystemInfoOS [Operating system: ] +uiConfigSystemInfoCPU [CPU: ] +uiConfigSystemInfoVideo [Video device: ] +uiConfigSystemInfoVideoDriver [Video driver version: ] +uiCaracMisc [MISCELLANEOUS] +uiTotalMalus [Total Malus ] +uiBagBulk [Bag Bulk ] +uiWeightSpeedFactor [Speed Factor ] +uiUpdateDisplayDriversNotUpToDate [Your video drivers are not up-to-date.] +uiUpdateDisplayDrivers [Do you want to upgrade your drivers?] +uiUpdateDisplayDriversCurrent [Current driver version: ] +uiUpdateDisplayDriversRecommanded [Recommanded driver version: ] +uiUpdateDisplayDriversVendor [Vendor: ] +uiUpdateDisplayDriversCard [Device: ] +uiUseATID3D [You are running with an ATI under OpenGL. We strongly recommend D3D. Do you want to change to D3D?] +uiDesktopNotIn32 [To run Ryzom Core in windowed mode, the desktop must be set to 32-bit mode.] +uiPhraseLevelFmt [Required Level: %d] +uiPhraseSectionFmt [Required Level %min-%max:] +uiSkillTree [Skill Tree] +uiMessageOfTheDay [Breach Reality and Be Reborn!] +uiYes [Yes] +uiNo [No] +uiAlwaysSendReport [Always send the report] +uiStatReport [Do you want to send a statistics report?\n + This report will help us to track and fix game problems.] +uiSendingStatReport [Sending a statistics report...] +uiDeathXPMalus [Death XP Penalty] +uittPhraseCombatRestrictOK [Action compatible] +uittPhraseCombatRestrictKO [Action NOT compatible] +uiCSBase [Customer Support] +uiBrowseUndoButton [Prev] +uiBrowseRedoButton [Next] +uiBrowseRefresh [Refresh] +uiBrowseHome [Home] +uittBrowseUndo [Browse previous page] +uittBrowseRedo [Browse next page] +uittBrowseRefresh [Refresh the current page] +uittBrowseHome [Browse the home page] +uiawrSF [All Weapons and Close-Combat] +uiawrSFM [All Melee Weapons] +uiawrSFM1 [One-handed Melee Weapons] +uiawrSFM1B [One-handed Smashing Melee Weapons] +uiawrSFM1BM [Mace] +uiawrSFM1BME [Electric Mace] +uiawrSFM1BMM [Mace] +uiawrSFM1BS [Staff] +uiawrSFM1BSM [Staff] +uiawrSFM1P [One-handed Piercing Melee Weapons] +uiawrSFM1PS [Spear] +uiawrSFM1PSE [Electric Spear] +uiawrSFM1PSL [Living Spear] +uiawrSFM1PSM [Spear] +uiawrSFM1S [One-handed Slashing Melee Weapons] +uiawrSFM1SA [Axe] +uiawrSFM1SAB [Burning Axe] +uiawrSFM1SAM [Axe] +uiawrSFM1SS [Sword] +uiawrSFM1SSM [Sword] +uiawrSFM1SSW [Waving Sword] +uiawrSFM2 [Two-handed Melee Weapons] +uiawrSFM2B [Two-handed Smashing Melee Weapons] +uiawrSFM2BM [Two-handed Mace] +uiawrSFM2BME [Two-handed Electric Mace] +uiawrSFM2BMM [Two-handed Mace] +uiawrSFM2P [Two-handed Piercing Melee Weapons] +uiawrSFM2PP [Pike] +uiawrSFM2PPL [Living Pike] +uiawrSFM2PPM [Pike] +uiawrSFM2S [Two-handed Slashing Melee Weapons] +uiawrSFM2SA [Two-handed Axe] +uiawrSFM2SAB [Two-handed Burning Axe] +uiawrSFM2SAM [Two-handed Axe] +uiawrSFM2SS [Two-handed Sword] +uiawrSFM2SSB [Two-handed Burning Sword] +uiawrSFM2SSL [Two-handed Living Sword] +uiawrSFM2SSM [Two-handed Sword] +uiawrSFM2SSW [Two-handed Waving Sword] +uiawrSFMC [Close-Combat] +uiawrSFMCA [Close-Combat] +uiawrSFMCAD [Dagger] +uiawrSFMCADL [Living Dagger] +uiawrSFMCADM [Dagger] +uiawrSFMCADW [Waving Dagger] +uiawrSFMCAH [Hand-to-Hand] +uiawrSFMCAHM [Hand-to-Hand] +uiawrSFR [Range Weapon] +uiawrSFR1 [One-handed Range Weapon] +uiawrSFR1A [One-handed Range Weapon] +uiawrSFR1AB [Bow-Pistol] +uiawrSFR1ABM [Bow-Pistol] +uiawrSFR1ABW [Waving Bow-Pistol] +uiawrSFR1AP [Pistol] +uiawrSFR1APL [Living Pistol] +uiawrSFR1APM [Pistol] +uiawrSFR2 [Two-handed Range Weapon] +uiawrSFR2A [Two-handed Range Weapon] +uiawrSFR2AA [Auto-Launcher] +uiawrSFR2AAB [Burning Auto-Launcher] +uiawrSFR2AAM [Auto-Launcher] +uiawrSFR2AB [Bowrifle] +uiawrSFR2ABE [Electric Bow-Rifle] +uiawrSFR2ABM [Bow-Rifle] +uiawrSFR2AL [Launcher] +uiawrSFR2ALB [Burning Launcher] +uiawrSFR2ALE [Electric Launcher] +uiawrSFR2ALM [Launcher] +uiawrSFR2AR [Rifle] +uiawrSFR2ARL [Living Rifle] +uiawrSFR2ARM [Rifle] +uiawrSFM1B_SFM2B [Any Smashing Melee Weapon] +uiawrSFM1S_SFM2S [Any Slashing Melee Weapon] +uiawrSFM1P_SFM2P_SFMCAD [Any Piercing Melee Weapon] +uiawrSFM1_SFM2_SFMCAD_SFR1_SFR2 [Any Weapon, but not Close-Combat] +uiPhraseWRHeader [Usable Only with: ] +uiPhraseWRSeparator [, ] +uiEula [End User Licence Agreement] +uiEulaAccept [I ACCEPT] +uiEulaDecline [DECLINE] +uimwEncyclopedia [ENCYCLOPEDIA] +uiEncyclopedia [Encyclopedia] +uiEncyExplanation [This is your encyclopedia.\n + \n + This window is used for showing the collection of knowledge you have found on Atys. The amber cube corresponds to a theme. Themes are grouped in albums.] +uiThemeProgression [Progression:] +uiEncyAlbum [ALBUM] +uiEncyTheme [THEME] +uiRite [RITE: Rite given by NPC name...] +uiTask1 [Ritual Task 1: Task given by NPC name...] +uiTask2 [Ritual Task 2: Task given by NPC name...] +uiTask3 [Ritual Task 3: Task given by NPC name...] +uiTask4 [Ritual Task 4: Task given by NPC name...] +uiTask5 [Ritual Task 5: Task given by NPC name...] +uiTask6 [Ritual Task 6: Task given by NPC name...] +uiTask7 [Ritual Task 7: Task given by NPC name...] +gn_zorai_voluteer_m [Zoraï Volunteer] +uiMoveToNoMoreSlot [You have no more free slots in this inventory] +uiItemMpCanCraft [Can craft: ] +uiItemMpNoCraft [Cannot be used to craft] +uiItemMpCraftRequirement [Required for the crafting of special items] +uiQuitingRyzom [Leaving Ryzom Core...] +uiQuitingRules [Note: If you move or are hit, the exit will be canceled.\n + Note: If you 'Quit Now' your avatar will still be connected for 30 seconds.] +uiQuitNow [Quit Now] +uiPayingAccount [For a limited time the Ryzom Core licence is free!\n + Subscribe now for full access to Ryzom Core and pay only the monthly subscription fee.] +uiTitlePayingAccount [SIGNUP NOW] +uiNotYet [NOT YET] +uiUpgradeNow [UPGRADE NOW] +uiBCFilterPrice [Price:] +uiBCFilterQuality [Quality:] +uiBCFilterClass [Class:] +uiBCMPItemPart [RM Item Part:] +uiBCItemType [Item Type:] +uiBCNoItemTypeFilter [All] +uiBCTitleFilterPrice [Choose Price Range:] +uiBCTitleFilterQuality [Choose Quality Range:] +uiBCTitleFilterClass [Choose Class Range:] +uiBCTitleMPItemPart [Choose Item Part Filter:] +uiBCTitleMPItemType [Choose Item Type Filter:] +uiBCFilterMin [Min:] +uiBCFilterMax [Max:] +uittBCNoItemPartFilter [Show All Raw Materials With No Item Part Filtering.] +uiBCFilterReset [Reset] +uiBCFilterClass0 [Basic (1)] +uiBCFilterClass1 [Fine (2)] +uiBCFilterClass2 [Choice (3)] +uiBCFilterClass3 [Excellent (4)] +uiBCFilterClass4 [Supreme (5)] +uiBCNotAvailable [Not Available] +uiBCDestroy [Destroy] +uiBCAutoReset [Reset filters on opening] +uittBCAutoReset [If checked, all the @{6F6F}filters@{FFFF} will be reset on when the window is opened again.\n + Uncheck this option to retain the @{6F6F}Class@{FFFF}, @{6F6F}Quality@{FFFF} and @{6F6F}Price@{FFFF} filters.] +uiCriticalHit [Critical Hit] +uiParry [Parry] +uiDodge [Dodge] +uiResist [Resist] +uiEvade [Evade] +uiInterrupt [Interrupted!] +uiFailure [Failure!] +uiMP3Prev [Previous] +uiMP3Play [Play] +uiMP3Pause [Pause] +uiMP3Next [Next] +uiMP3Volume [Volume] +uiMP3Open [Open] +uiMP3Playlist [Playlist] +uiPlaylistTitle [PLAYLIST] +uimwMP3Player [MP3 Player] +uimwBGDownloader [PATCHER] +uimwCosmetics [COSMETICS] +uiCosmColor [Change Hair Color] +uiCosmTatoo [Change Tattoo] +uittNotEnoughMoney [You don't have enough dappers to buy this.] +uittNotEnoughGuildMoney [Your guild doesn't have enough money to buy this] +uittNotEnoughGuildXP [You don't have enough Guild XP to buy this.] +uittNotEnoughSkillPoints [You don't have enough Skill Points to learn this action.] +uittBCNotAvailable [You cannot retrieve your item from here, but you can still destroy it.] +uittBadQuantity [You have entered an invalid quantity.] +uittBadResalePrice [You have entered an invalid resale price. The resale price must be at least equal to the 'Basic Price'.] +uittWontBuyThis [I won't buy this.] +uiYuboChat [Support Chat] +uitabChatYuboChat [SUPPORT] +uiCreatorHeader [Crafter: ] +uiMouseHardware [Hardware] +uiCannotWriteDynChat [ You cannot write in this channel.] +uiMagicProtectTable [PROTECTIONS] +uittMagicProtectTable [The @{6F6F}magical protections@{FFFF} absorb a percentage of the magical damage sustained. The amount of absorption depends on:\n + @{T4}- @{6F6F}type of damage@{FFFF} incurred by the magic\n + @{T4}- characteristics of the magical protection given by the @{6F6F}jewels@{FFFF} worn\n + @{T4}- the total @{6F6F}quality@{FFFF} of the jewels worn\n + @{T4}- the @{6F6F}race@{FFFF} of the player.] +uiProtect_Rot [Rot] +uiProtect_Acid [Acid] +uiProtect_Cold [Cold] +uiProtect_Fire [Fire] +uiProtect_Poison [Poison] +uiProtect_Electricity [Electricity] +uiProtect_Shockwave [Shockwave] +uiProtect_MaxAbsorb [Max. Absorbed] +uittProtect_Rot [Absorption of Rot damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Acid [Absorption of Acid damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Cold [Absorption of Cold damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Fire [Absorption of Fire damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Poison [Absorption of Poison damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Electricity [Absorption of Electricity damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_Shockwave [Absorption of Shockwave damage: @{6F6F}%v%@{FFFF} %max] +uittProtect_MaxReached [(maximum)] +uittProtect_MaxAbsorb [Maximum Magic Damage Absorbed.\n + Total of @{6F6F}maximum damage absorbed@{FFFF} by jewels + @{6F6F}maximum level@{FFFF} of the player.] +uiResistsTable [RESISTANCES] +uittMagicResistTable [Spells cast by creatures and players may be completely @{6F6F}resisted@{FFFF}.\n + The @{6F6F}chance percentage@{FFFF} of resisting depends on:\n + @{T4}- the @{6F6F}power@{FFFF} of the spell, if it is an Affliction\n + @{T4}- the @{6F6F}skill level@{FFFF} of the caster, if it is an Elemental spell\n + @{T4}- your @{6F6F}resistance score@{FFFF} in the @{6F6F}magic domain@{FFFF} of the spell \n + \n + @{T0}Your @{6F6F}resistance score@{FFFF} is the sum of:\n + @{T4}- the highest level of all @{6F6F}Combat@{FFFF}, @{6F6F}Magic@{FFFF} or @{6F6F}Forage/2@{FFFF} skills minus 26 \n + @{T4}- bonus @{6F6F}jewel resistances@{FFFF} in that magic domain \n + @{T4}- a @{6F6F}racial bonus@{FFFF} (e.g.: +10 in Desert for Fyros)\n + @{T4}- an @{6F6F}ecosystem penalty@{FFFF} (e.g.: -10 in Desert if you are in the desert] +uiResist_Desert [Desert Domain] +uiResist_Forest [Forest Domain] +uiResist_Lacustre [Lakes Domain] +uiResist_Jungle [Jungle Domain] +uiResist_PrimRoot [Prime Roots Domain] +uittResist_Desert [Resistance against spells of the Desert Domain: @{6F6F}%v@{FFFF} %max\n + @{T4}- Chances of resisting a spell of @{6F6F}Elemental Magic@{FFFF} of level @{6F6F}%eml@{FFFF}: @{6F6F}%emr%@{FFFF}\n + @{T4}- Chances of resisting a spell of @{6F6F}Affliction Magic@{FFFF} of level @{6F6F}%aml@{FFFF}: @{6F6F}%amr%@{FFFF}\n + @{T0}This domain contains the following types of magic:\n + @{T4}- @{6F6F}Fire@{FFFF}\n + @{T4}- @{6F6F}Blind@{FFFF}\n + @{T4}- @{6F6F}Madness@{FFFF}\n + ] +uittResist_Forest [Resistance against spells of the Forest Domain: @{6F6F}%v@{FFFF} %max\n + @{T4}- Chances of resisting a spell of @{6F6F}Elemental Magic@{FFFF} of level @{6F6F}%eml@{FFFF}: @{6F6F}%emr%@{FFFF}\n + @{T4}- Chances of resisting a spell of @{6F6F}Affliction Magic@{FFFF} of level @{6F6F}%aml@{FFFF}: @{6F6F}%amr%@{FFFF}\n + @{T0}This domain consists of the following types of magic:\n + @{T4}- @{6F6F}Poison@{FFFF}\n + @{T4}- @{6F6F}Sleep@{FFFF}\n + @{T4}- @{6F6F}Slow Move@{FFFF}\n + ] +uittResist_Lacustre [Resistance against spells of the Lakes Domain: @{6F6F}%v@{FFFF} %max\n + @{T4}- Chances of resisting a spell of @{6F6F}Elemental Magic@{FFFF} of level @{6F6F}%eml@{FFFF}: @{6F6F}%emr%@{FFFF}\n + @{T4}- Chances of resisting a spell of @{6F6F}Affliction Magic@{FFFF} of level @{6F6F}%aml@{FFFF}: @{6F6F}%amr%@{FFFF}\n + @{T0}This domain consists of the following types of magic:\n + @{T4}- @{6F6F}Cold@{FFFF}\n + @{T4}- @{6F6F}Shockwave@{FFFF}\n + @{T4}- @{6F6F}Stun@{FFFF}\n + ] +uittResist_Jungle [Resistance against spells of the Jungle Domain: @{6F6F}%v@{FFFF} %max\n + @{T4}- Chances of resisting a spell of @{6F6F}Elemental Magic@{FFFF} of level @{6F6F}%eml@{FFFF}: @{6F6F}%emr%@{FFFF}\n + @{T4}- Chances of resisting a spell of @{6F6F}Affliction Magic@{FFFF} of level @{6F6F}%aml@{FFFF}: @{6F6F}%amr%@{FFFF}\n + @{T0}This domain consists of the following types of magic:\n + @{T4}- @{6F6F}Electricity@{FFFF}\n + @{T4}- @{6F6F}Rooting@{FFFF}\n + @{T4}- @{6F6F}Slow Attack@{FFFF}\n + ] +uittResist_PrimRoot [Resistance against spells of the Prime Roots Domain: @{6F6F}%v@{FFFF} %max\n + @{T4}- Chances of resisting a spell of @{6F6F}Elemental Magic@{FFFF} of level @{6F6F}%eml@{FFFF}: @{6F6F}%emr%@{FFFF}\n + @{T4}- Chances of resisting a spell of @{6F6F}Affliction Magic@{FFFF} of level @{6F6F}%aml@{FFFF}: @{6F6F}%amr%@{FFFF}\n + @{T0}This domain consists of the following types of magic:\n + @{T4}- @{6F6F}Acid@{FFFF}\n + @{T4}- @{6F6F}Rot@{FFFF}\n + @{T4}- @{6F6F}Fear@{FFFF}\n + ] +uittResist_MaxReached [(maximum)] +uiFactionPoint_Kami [Kami] +uiFactionPoint_Karavan [Karavan] +uiFactionPoint_Fyros [Fyros] +uiFactionPoint_Matis [Matis] +uiFactionPoint_Tryker [Tryker] +uiFactionPoint_Zorai [Zoraï] +uiFactionPointTable [FACTION POINTS] +uiAFK [{AFK}] +uiLOGResolution [Game Resolution] +uiLOGLod [Level of Detail] +uiResValue [1024x768] +uiLodValueLow [LOW] +uiLodValueMedium [MEDIUM] +uiLodValueNormal [NORMAL] +uiLodValueHigh [HIGH] +uiLodValueCustom [CUSTOM] +uiNPCGiver [GIVER: ] +uiENDesc [TASK NAME: ] +uiENRequired [RITUAL TASKS] +uiENRite [RITE] +uiENGiver [GIVER:] +uiENName [TASK NAME:] +uiMissionAnd [ - ] +uiMissionOr [or ] +uiMissionPrereq [Prerequisites:] +uiMissionDesc [Description:] +uiMissionTitle [Title:] +uittMissionWake [Wake] +uiEnterCrZoneProposal [ENTER CRITICAL ZONE PROPOSAL] +uiMFPrevious [Previous] +uiMFNext [Next] +uiMFDeleteMailTitle [Delete mail] +uiMFEraseMail [Erase mail?] +uiMFEraseMailQuestion [Do you really want to delete this mail? Click on the Back or Home button to cancel] +uiMFTopics [Topics] +uiMFAuthor [Author] +uiMFPosts [Posts] +uiMFLastPost [Last Post] +uiMFMessageFrom [Message from] +uiMFDate [Date] +uiMFSubject [Subject] +uiMFMessage [Message] +uiMFInbox [Inbox] +uiMFFrom [From] +uiMFNewMessage [New message] +uiMFMailBody [Message] +uiMFNewPost [New post:] +uiMFNewtopic [New topic:] +uiMFMessages [Messages] +uiMFUndelivrableMail [Undeliverable Mail] +uiMFUndelivrableMailTo [Server was unable to send mail to] +uiMFUndelivrableMailCheck [Please check mail recipient name.] +uiMFMailContent [Mail content:] +uiMFMailServer [Mail Server] +uiMFIDate [%day %month, %year] +uiMonth01 [January] +uiMonth02 [February] +uiMonth03 [March] +uiMonth04 [April] +uiMonth05 [May] +uiMonth06 [June] +uiMonth07 [July] +uiMonth08 [August] +uiMonth09 [September] +uiMonth10 [October] +uiMonth11 [November] +uiMonth12 [December] +uiDay0 [Sunday] +uiDay1 [Monday] +uiDay2 [Tuesday] +uiDay3 [Wednesday] +uiDay4 [Thursday] +uiDay5 [Friday] +uiDay6 [Saturday] +uiCancelCreateAccount [Back to login screen] +uiSubmitNewAccount [Submit] +/* OLD VALUE : [Congratulations! +You have succeeded in creating a Ryzom Core account +A confirmation e-mail has been sent to you at the following address: +] */ +/* OLD VALUE : [Congratulations! +You have succeeded in creating a Ryzom Core account. +A confirmation e-mail has been sent to you at the following address: +] */ +uiSubmitSucces1 [Congratulations!\n + \n + You have succeeded in creating a Ryzom Core account\n + An e-mail has been sent to you at the following address:\n + ] +/* OLD VALUE : [ +Please click on the link that it contains to activate your new account. +You must activate your account before you can log in.] */ +/* OLD VALUE : [ +Please click on the link that it contains to activate your new account. +You must activate your account before you can log in.] */ +uiSubmitSucces2 [\n + You can now click on the CONNECT button below to log in.] +uiCreateAccountWelcome [Welcome!\n + Please fill in these fields to create your new Ryzom Core account.\n + ] +uiAcceptTermsOfUse1 [YES, I agree to the] +uiAcceptTermsOfUse2 [terms of use.] +uiUpgradeAccount [UPGRADE ACCOUNT] +uiScanData [CHECK DATA] +uiCancelScanData [CANCEL] +uiCloseScanData [CLOSE] +uiCancelingScanData [Canceling Data Scan. Please wait...] +uiScanDataSucess [Data Scan reported no corrupted Files.\n + Press 'Close'] +uiScanDataErrors [Data Scan reported %d corrupted Files. They will be entirely reloaded at next patch. Press 'Close'] +uiErrDataScanning [Error: Data Scanning failed] +uiOnDataScanning [CHECKING ALL FILES...] +uiOnDataScanningHelp [This process verify all your data files (takes several minutes). Click cancel to abort.] +uiCorruptedFile [Missing or Corrupted File: ] +uimCompassDialogs [Dialogs] +uiDate [The date is ] +uiWinderly [Winderly] +uiGerminally [Germinally] +uiFolially [Folially] +uiFloris [Floris] +uiMedis [Medis] +uiThermis [Thermis] +uiHarvestor [Harvestor] +uiFrutor [Frutor] +uiFallenor [Fallenor] +uiPluvia [Pluvia] +uiMystia [Mystia] +uiNivia [Nivia] +uiPrima [Prima] +uiDua [Dua] +uiTria [Tria] +uiQuarta [Quarta] +uiQuinteth [Quinteth] +uiHoleth [Holeth] +uiAtysianCycle [AC] +uiJenaYear [JY] +uiRandomBadParameter [The text "%s" isn't a valid parameter for the 'random' command.] +uiTextCommand1 [] +uiTextCommand2 [] +uiTextCommand3 [] +uiTextCommand4 [] +uiTextCommandFT1 [] +uiTextCommandFT2 [] +uiTextCommandFT3 [] +uiTextCommandFT4 [] +uiLoadingString0 [Installing ninja Yubos...] +uiLoadingString1 [Facepainting support staff...] +uiLoadingString2 [Distracting the Ragus...] +uiLoadingString3 [Calculating the gravitational constant of Atys...] +uiLoadingString4 [Powering secret underground military facilities...] +uiLoadingString5 [Brewing Zoraï ale...] +uiLoadingString6 [Where am I? ] +uiLoadingString7 [Hiding stuff in the ground...] +uiLoadingString8 [Annoying the Gingos for improved aggressiveness...] +uiLoadingString9 [Raytracing sunlight beams...] +uiLoadingString10 [Growing grass...] +uiLoadingString11 [Checking water temperature...] +uiLoadingString12 [Loading random loading messages...] +uiLoadingString13 [Soaking up system resources...] +uiLoadingString14 [Growing vines...] +uiLoadingString15 [Releasing Kitins...] +uiLoadingString16 [Teasing Frahars...] +uiLoadingString17 [Careplanning server...] +uiLoadingString18 [Distributing Ma-Duk...] +uiLoadingString19 [Installing Jena...] +uiLoadingString20 [Training skills...] +uiLoadingString21 [Gaining XP...] +uiLoadingString22 [Putting masks on all the Zoraïs...] +uiLoadingString23 [Shrinking Trykers...] +uiLoadingString24 [Dry cleaning Fairhaven...] +uiLoadingString25 [Vacuuming Pyr...] +uiLoadingString26 [Telling the Kinchers to eat some Homins...] +uiLoadingString27 [Just making something...] +uiLoadingString28 [Writing Fyros battle hymns...] +uiLoadingString29 [Singing Tryker sleeping songs...] +uiLoadingString30 [Planting Jublas...] +uiLoadingString31 [Stalking a Stinga...] +uiLoadingString32 [Feeding the Ybers...] +uiLoadingString33 [Trading jewels...] +uiLoadingString34 [Drinking firewine...] +uiLoadingString35 [Brewing Stinga rum...] +uiLoadingString36 [Caffeinenating support team...] +uiLoadingString37 [For all the latest gossip try CeB! ] +uiLoadingString38 [Shrinking Trykers...] +uiLoadingString39 [Vaining Matis...] +uiLoadingString40 [Tanning Fyros...] +uiLoadingString41 [Dyeing Zoraïs...] +uiLoadingString42 [You'd load faster with more RAM and a better processor you know...] +uiLoadingString43 [Just hanging around...] +uiLoadingString44 [Watching who started me...] +uiLoadingString45 [Hey, you're looking good today...] +uiLoadingString46 [Have a nice day on Atys...] +uiLoadingString47 [Oh my god, look, a flying Yubo! ] +uiLoadingString48 [Spare Yubos, who knows, maybe one day, they will save your life? ] +uiLoadingString49 [Yubos, probably your best friends! ] +uiLoadingString50 [Dum Di Dum...] +uiLoadingString51 [If you read this twice, you might want to upgrade your system...] +uiLoadingString52 [Optimizing Tryker windmill rotation algorithms...] +uiLoadingString53 [Refueling Fyros citygates...] +uiMouseInverted [Invert Mouse] +uiItemTextEdition [Item text] +uiItemTextMessageFromCrafter [@{FFF9}Message from the crafter:\n + @{FFFF}] +uimItemTextEdit [Write] +uimItemTextDisplay [Read] +uiTabInfo [Right Click to Separate] +uiItemSpecialEffectFlyingTextISE_FIGHT_ADD_CRITICAL [] +uiItemSpecialEffectFlyingTextISE_FIGHT_VAMPIRISM [Life Stealer: %param] +uiItemSpecialEffectFlyingTextISE_MAGIC_DIVINE_INTERVENTION [Divine Intervention] +uiItemSpecialEffectFlyingTextISE_MAGIC_SHOOT_AGAIN [Instant Cast] +uiItemSpecialEffectFlyingTextISE_CRAFT_ADD_STAT_BONUS [Stat Bonus] +uiItemSpecialEffectFlyingTextISE_CRAFT_ADD_LIMIT [All Stats Bonus] +uiItemSpecialEffectFlyingTextISE_FORAGE_ADD_RM [Forage Bonus] +uiItemSpecialEffectFlyingTextISE_FORAGE_NO_RISK [No-Risk Forage] +uihelpItemConsumableFormat [@{FFF9}Consumption Time:@{T16}@{FFFF}%consumption_time sec.\n + @{FFF9}Reuse Time:@{T16}@{FFFF}%overdose_timer_min minutes %overdose_timer_sec\n + \n + \n + @{FFFF}%consumable_effects%custom_text] +uiItemConsumableEffectDownCharac [Gives a malus of @{F22F}%bonus@{FFFF} points(s) to your @{2F2F}%charac@{FFFF}\n + for %minutes min and %secondes sec.] +uiItemConsumableEffectUpCharac [Gives a bonus of @{2F2F}%bonus@{FFFF} points(s) to your @{2F2F}%charac@{FFFF}\n + for %minutes min and %secondes sec.] +uiItemConsumableEffectModDefenseSuccess [Modifies your Defense by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModDodgeSuccess [Modifies your Dodge by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModParrySuccess [Modifies your Parry by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModMeleeSuccess [Modifies your Melee Fight skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModRangeSuccess [Modifies your Ranged Fight skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModMagicSuccess [Modifies your Magic skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModCraftSuccess [Modifies your Craft skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModForageSuccess [Modifies your Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModDesertForageSuccess [Modifies your Desert Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModForestForageSuccess [Modifies your Forest Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModLacustreForageSuccess [Modifies your Lakes Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModJungleForageSuccess [Modifies your Jungle Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectModPrimaryRootForageSuccess [Modifies your Prime Roots Forage skills by %modifier point(s) for %minutes min and %secondes sec.] +uiItemConsumableEffectStaminaAura [An @{2F2F}Aura of Stamina@{FFFF} with a bonus of @{2F2F}%modifier@{FFFF} for %minutes min and %secondes sec with a radius of %radius m.\n + Disabled for target: %targetDisableTime sec, user: %userDisableTime sec.] +uiItemConsumableEffectSapAura [An @{2F2F}Aura of Sap@{FFFF} with a bonus of @{2F2F}%modifier@{FFFF} for %minutes min and %secondes sec with radius of %radius m.\n + Disabled for target: %targetDisableTime sec, user: %userDisableTime sec.] +uiItemConsumableEffectLifeAura [An @{2F2F}Aura of Life@{FFFF} with a bonus of @{2F2F}%modifier@{FFFF} for %minutes min and %secondes sec with radius of %radius m.\n + Disabled for target: %targetDisableTime sec, user: %userDisableTime sec.] +uittModMeleeSuccess [Your Melee Fight skill has been modified by %modifier point(s)] +uittModRangeSuccess [Your Ranged Fight skill has been modified by %modifier point(s)] +uittModCraftSuccess [Your Craft skill has been modified by %modifier point(s)] +uittModDefenseSuccess [Your Defense has been modified by %modifier point(s)] +uittModDodgeSuccess [Your ability to Dodge has been modified by %modifier point(s)] +uittModParrySuccess [Your ability to Parry has been modified by %modifier point(s)] +uittModForageSuccess [Your Forage skills have been modified by %modifier point(s)] +uittModDesertForageSuccess [Your Desert Forage skill has been modified by %modifier point(s)] +uittModForestForageSuccess [Your Forest Forage skill has been modified by %modifier point(s)] +uittModLacustreForageSuccess [Your Lakes Forage skill has been modified by %modifier point(s)] +uittModJungleForageSuccess [Your Jungle Forage skill has been modified by %modifier point(s)] +uittModPrimaryRootForageSuccess [Your Prime Roots Forage skill has been modified by %modifier point(s)] +uiOnMainlandValidation [Ok] +uiOnMainland [MAINLANDS] +uiCP_Choose_Mainland [Choose a Community] +uiCP_Mainland_Ok [OK] +uiCP_Mainland_Cancel [CANCEL] +uittReturnToMainland [Return to Mainland] +uiLaunchEditor [SCENARIO EDITOR] +uiSessionVanishedFarTP [The Ring Adventure you were in is now closed. We are teleporting you to the mainland...] +uiSessionUnreachable [The server associated with this character is closed, please try again later.] +uiR2EDActionCategory [Ryzom Core RING COMMANDS] +uiRingAccessPoint [Ring Terminal] +uiRingAccessPointFilter [Filter] +uiScenarioLevel_Any [Any] +uiScenarioOrient_Any [Any] +uiScenarioOrient_NewbieTraining [Newbie training] +uiScenarioOrient_StoryTelling [Story telling] +uiScenarioOrient_Mistery [Mistery] +uiScenarioOrient_HackSlash [Hack'n'Slash] +uiScenarioOrient_GuildTraining [Guild training] +uiScenarioOrient_Other [Other] +uiFilterScenarioText [Select criteria for filtering the set of windows to which you have access] +uiMk_mode [Change display mode] +uiMk_tab1 [Windows] +uiMk_tab2 [Actions] +uiMk_window1 [Identity] +uiMk_window2 [Inventory] +uiMk_window3 [Actions] +uiMk_window4 [Missions] +uiMk_window5 [Map] +uiMk_window6 [Communication...] +uiMk_window7 [Help] +uiMk_window8 [Support] +uiMk_window9 [System...] +uiMk_window10 [Help...] +uiMk_window11 [Ryzom Core Ring] +uiMk_action1_0 [Move] +uiMk_action1_0_tt [Click to @{6F6F}Move@{FFFF}.\n + You can also click and hold the 2 buttons of your mouse.] +uiMk_action1_1 [Stop] +uiMk_action1_1_tt [Click to @{6F6F}Stop@{FFFF}.\n + You can also click and release the 2 buttons of the mouse.] +uiMk_action2_0 [Sitting] +uiMk_action2_0_tt [You are @{6F6F}Sitting@{FFFF}.\n + While you are sitting down, your hit points, stamina, sap and focus regenerate twice as fast.\n + Click to stand up.] +uiMk_action2_1 [Standing] +uiMk_action2_1_tt [You are @{6F6F}Standing@{FFFF}.\n + Sitting regenerates your hit points, stamina, sap and focus twice as fast.\n + Click to sit down.] +uiMk_action3_0 [Walking] +uiMk_action3_0_tt [You are in @{6F6F}Walking@{FFFF} mode.\n + Click to run] +uiMk_action3_1 [Running] +uiMk_action3_1_tt [You are in @{6F6F}Running@{FFFF} mode.\n + Click to walk] +uiMk_action4_0 [Dodge] +uiMk_action4_0_tt [You are in @{6F6F}Dodge@{FFFF} mode.\n + Your chances of dodging depend on your dodge score and particularly on your equipment (see @{6F6F}Identity@{FFFF} window).\n + Click to switch to Parry mode.] +uiMk_action4_1 [Parry] +uiMk_action4_1_tt [You are in @{6F6F}Parry@{FFFF} mode.\n + Your chances of parrying depend on your parry score and particularly on your equipment (see @{6F6F}Identity@{FFFF} window).\n + Click to switch to Dodge mode.] +uiMk_action5_0 [Attack] +uiMk_action5_0_tt [Click to @{6F6F}Attack@{FFFF} the selected target.\n + You can also use one of the combat actions from your action bar at the top of the screen (by default).] +uiMk_action5_1 [Disengage] +uiMk_action5_1_tt [Click to @{6F6F}Disengage@{FFFF}] +uiMk_action6 [Extract] +uiMk_action6_tt [Click to @{6F6F}Extract@{FFFF} the selected source.\n + You can also use one of the extraction actions from your action bar at the top of the screen (by default).] +uiMk_action7 [Invite] +uiMk_action7_tt [Click to @{6F6F}Invite@{FFFF} the selected player to your team.\n + You can also invite players through the context menu (right click on a character).] +uiMk_action8 [Leave Team] +uiMk_action8_tt [Click to @{6F6F}Leave@{FFFF} your team.\n + You can also leave your team through the context menu (right click on a character).] +uiMk_action9 [Talk] +uiMk_action9_tt [Click to @{6F6F}Talk@{FFFF} to the selected player.\n + You can also talk to player through the context menu (right click on a character).] +uiMk_interaction1 [Contact List] +uiMk_interaction2 [Guild] +uiMk_interaction3 [Forums] +uiMk_interaction4 [Fame] +uiMk_interaction5 [Mailbox] +uiMk_interaction5b [Web] +uiMk_interaction6 [Team] +uiMk_interaction7 [Animals] +uiMk_interaction8 [Ryzom Core Ring] +uiMk_system1 [Game Configuration] +uiMk_system2 [Keys] +uiMk_system3 [Windows] +uiMk_system4 [Macros] +uiMk_system5 [Connection] +uiMk_system6 [MP3 Player] +uiMk_system8 [Patcher] +uiMk_system7 [Quit] +uiWelcomeTitle [Welcome to Atys!] +uiWelcomeIntro [The ever evolving organic planet like a gigantic plant basking in the light of its pulsating sun.] +uiWelcomeMoveTitle [Move] +uiWelcomeMove [To move about, use the arrow keys or press down both mouse buttons at the same time.] +uiWelcomeWhatTitle [What is there to be done?] +uiWelcomeWhat [Follow the directions in your mission journal situated on the left of the screen] +uiWelcomeCSTitle [Contact Customer Support] +uiWelcomeCS [A dedicated team of customer support representatives (CSRs) keep a watchful eye over Atys day and night. They can be contacted by clicking the 'HELP' button (question mark) from the button menu (at the bottom right hand side of the screen by default), then clicking 'SUPPORT'.] +uittIdentityTitle [Click on the current @{6F6F}title @{FFFF}to display the list of the @{6F6F}titles @{FFFF}you have won and select the one you are most proud of.\n + As you progress in the game, you will obtain new @{6F6F}titles @{FFFF}which will automatically be added to this list.] +uittIdentityInfo [Shows the requirements for having obtained your current @{6F6F}title@{FFFF}.] +uittIdentityHP [@{6F6F}Hit Points@{FFFF} %n\n + When your hit points reach 0, you fall into a coma and, if you are not quickly healed by your friends, you die.] +uittIdentitySap [@{6F6F}Sap@{FFFF} %n\n + When your level of sap is too low, you cannot cast spells.] +uittIdentitySta [@{6F6F}Stamina@{FFFF} %n\n + When your level of stamina is too low, you cannot carry out special attacks any longer and must make do with the default attack until your stamina is regenerated.] +uittIdentityFoc [@{6F6F}Focus@{FFFF} %n\n + When your level of focus is too low, you cannot carry out foraging actions or crafting actions with boost stanzas in them.] +uittIdentityHPReg [@{6F6F}HP Regeneration@{FFFF}: %n\n + Hit Points regenerated every 10 seconds.] +uittIdentitySapReg [@{6F6F}Sap Regeneration@{FFFF}: %n\n + Sap regenerated every 10 seconds.] +uittIdentityStaReg [@{6F6F}Stamina Regeneration@{FFFF}: %n\n + Stamina regenerated every 10 seconds.] +uittIdentityFocReg [@{6F6F}Focus regeneration@{FFFF}: %n\n + Focus regenerated every 10 seconds.] +uittIdentityCons [Determines the maximum value of your @{6F6F}Hit points@{FFFF}] +uittIdentityInt [Determines the maximum value of your @{6F6F}Sap@{FFFF}] +uittIdentityStr [Determines the maximum value of your @{6F6F}Stamina@{FFFF}] +uittIdentityDex [Determines the maximum value of your @{6F6F}Focus@{FFFF}] +uittIdentityMeta [Determines the @{6F6F}regeneration @{FFFF}rate of your @{6F6F}Hit points@{FFFF}] +uittIdentityWis [Determines the @{6F6F}regeneration @{FFFF}rate of your @{6F6F}Sap@{FFFF}] +uittIdentityWB [Determines the @{6F6F}regeneration @{FFFF}rate of your @{6F6F}Stamina@{FFFF}] +uittIdentityWill [Determines the @{6F6F}regeneration @{FFFF}rate of your @{6F6F}Focus@{FFFF}] +uittIdentitySkillFight [Points for developing skills with a @{6F6F}Fighter Trainer @{FFFF}(NPC). You earn points when you level skills in the @{6F6F}Fight@{FFFF} tree.] +uittIdentitySkillMagic [Points for developing skills with a @{6F6F}Magician Trainer @{FFFF}(NPC). You earn points when you level skills in the @{6F6F}Magic@{FFFF} tree.] +uittIdentitySkillCraft [Points for developing skills with a @{6F6F}Crafter Trainer @{FFFF}(NPC). You earn points when you level skills in the @{6F6F}Craft@{FFFF} tree.] +uittIdentitySkillHarvest [Points for learning new skills from a @{6F6F}Harvester Trainer @{FFFF}(NPC). You earn points when you level skills in the @{6F6F}Harvest@{FFFF} tree.] +uittIdentityTotalMalus [Indicates the overall action penalty you get when you cast a spell, fight, forage or craft.\n + A @{6F6F}high malus @{FFFF}means a high cost in energy, long casting time and smaller action range.\n + This total is determined by the combined @{6F6F}Action Malus @{FFFF}of all your equipped clothes, armor and weapons.] +uittIdentitBagBulk [Indicates the @{6F6F}total space @{FFFF}occupied by all the items in your inventory. When the maximum bulk is reached, you cannot add items to your inventory.] +uittIdentitySpeedFactor [Indicates the impact of the items you have in your inventory, or that you are wearing or carrying, on your @{6F6F}moving speed@{FFFF}. It can also be affected by spells (negatively and positively).] +uittIdentityDodge [@{6F6F}Dodge@{FFFF}: %n\n + Chance to dodge a melee attack from an enemy of level @{6F6F}%l@{FFFF}: @{6F6F}%p@{FFFF}%.] +uittIdentityParry [@{6F6F}Parry@{FFFF}: %n\n + Chance to parry a melee attack from an enemy of level @{6F6F}%l@{FFFF}: @{6F6F}%p@{FFFF}%.] +uittIdentityFaction [Faction points are gained when you participate in @{6F6F}special events @{FFFF}such as the building of Kami or Karavan temples.] +uittGaugesNameTitle [Your @{6F6F}name @{FFFF}followed by the @{6F6F}title @{FFFF}you have chosen to display.] +uittGaugesActionBar [Indicates the progression of the @{6F6F}action @{FFFF}in execution.] +uittGaugesHP [@{6F6F}Hit Points@{FFFF}:\n + When your hit points reach 0, you fall into a coma and, if you are not quickly healed by your friends, you die.] +uittGaugesSap [@{6F6F}Sap@{FFFF}:\n + When your level of sap is too low, you cannot cast spells.] +uittGaugesSta [@{6F6F}Stamina@{FFFF}:\n + When your level of stamina is too low, you cannot carry out special attacks any longer and must make do with the default attack until your stamina is regenerated.] +uittGaugesFoc [@{6F6F}Focus@{FFFF}:\n + When your level of focus is too low, you cannot carry out foraging actions any longer.] +uittHandR [@{6F6F}Right Hand\n + @{FFFF}Click to see all the objects available for this hand.] +uittHandL [@{6F6F}Left Hand\n + @{FFFF}Click to see all the objects available for this hand.] +uittHandSet [Change the current group of actions.] +uittAnimalBar [@{E42F}Life @{FFFF}- Satiety - @{EB2F}Bulk] +uittAnimalWeight [Total @{6F6F}Weight @{FFFF}carried by your animal.] +uittAnimalInv [The @{6F6F}inventory @{FFFF}gives access to the objects carried by this animal.] +uittChatAround [@{6F6F}Around\n + @{FFFF}Displays the messages to all the players situated within 25 metres around you.\n + Right click to separate.] +uittChatRegion [@{6F6F}Region\n + @{FFFF}Displays the messages to all the players situated in your region.\n + Right click to separate.] +uittChatUniverse [@{6F6F}Universe\n + @{FFFF}Displays the messages to all the players in game (to be used sparingly).\n + Right click to separate.] +uittChatUser [@{6F6F}User\n + @{FFFF}Right click in the window to modify the filter of messages to display in this channel.] +uittChatGuild [@{6F6F}Guild\n + @{FFFF}Right click to separate.] +uittChatTeam [@{6F6F}Team\n + @{FFFF}Right click to separate.] +uittChatYubo [@{6F6F}Support Chat\n + @{FFFF}Right click to separate.] +uittChatSysInfo [@{6F6F}System Information\n + @{FFFF}Displays the messages relative to fight and the system information.\n + Right click to separate.] +uittCompassRange [@{6F6F}Range\n + @{FFFF}Maximum range of the radar.\n + Use the scroll button on the @{6F6F}compass @{FFFF}window or right click and choose @{6F6F}Zoom In @{FFFF}or @{6F6F}Zoom Out @{FFFF}to modify the value of the @{6F6F}range@{FFFF}.] +uittCompassDistance [@{6F6F}Distance @{FFFF}between you and the object selected on the compass.] +uittPhraseActions [@{6F6F}Actions @{FFFF}you can drag-and-drop in your action bar to use them easily.] +uittPhraseUpgrades [Action or characteristic @{6F6F}Upgrades @{FFFF}you cannot memorize in your bars.] +uittPhraseXPMalus [@{6F6F}Death Penalty\n + @{FFFF}When you die, this penalty increases.\n + Any XP gained will be used to refund that debt.] +uittInventoryWeight [Total @{6F6F}Weight @{FFFF}of the bag] +uittFriendsOnline [Connected on the same Mainland or Ring Scenario] +uittFriendsOnlineAbroad [Connected on another Mainland or Ring Scenario] +uittFriendsOffline [Not connected] +uittGuildMemberOnline [Connected on the same Mainland or Ring Scenario] +uittGuildMemberOnlineAbroad [Connected on another Mainland or Ring Scenario] +uittGuildMemberOffline [Not connected] +uittTargetHp [@{6F6F}Hit Points @{FFFF}of the target.\n + The target dies when its @{6F6F}hit points @{FFFF}reach 0.] +uittTargetUnknown [Level of the target unknown.] +uittTargetLevel [Level of the target:@{6F6F} %min @{FFFF}to @{6F6F}%max] +uittTargetBoss [Boss of level @{6F6F}%n] +uittTargetGuardBoss [Guard or Boss of level @{6F6F}%n] +uittTargetNamed [Named creature of level @{6F6F}%n] +uittInfoBulk [@{6F6F}Bulk@{FFFF}:\n + Space occupied by the object in your inventory. The space of each inventory is limited, which means bulky items cannot be carried in great number.] +uittInfoHP [@{6F6F}Hit points@{FFFF}:\n + This value will decrease when using the item. When it reaches 0, the item is destroyed.] +uittInfoWeight [@{6F6F}Weight@{FFFF}:\n + If the total weight is too high, your moving speed may be reduced.] +uittInfoMalus [@{6F6F}Actions Malus@{FFFF}:\n + Penalty added by this item to the @{6F6F}Total Malus @{FFFF}(see Identity window).] +uittInfoDodgeMod [@{6F6F}Dodge Modifier@{FFFF}:\n + Bonus or Malus on your @{6F6F}Dodge@{FFFF} when you carry that item.] +uittInfoParryMod [@{6F6F}Parry Modifier@{FFFF}:\n + Bonus or Malus on your @{6F6F}Parry@{FFFF} when you carry that item.] +uittInfoProt [@{6F6F}Protections@{FFFF}:\n + Bonus to absorption of sustained magic damage.] +uittInfoResist [@{6F6F}Resists@{FFFF}:\n + Bonus to magic resistance.] +uittInfoOrigin [@{6F6F}Origin@{FFFF}:\n + Determines the item's appearance.] +uittInfoRequirement [@{6F6F}Requirements@{FFFF}:\n + Characteristics and skills required to use this item.] +uittInfoItemSkill [@{6F6F}Skill@{FFFF}:\n + Skill used when using this item.] +uittInfoArmorQuality [@{6F6F}Quality@{FFFF}:\n + A high quality usually means more protection.] +uittInfoArmorProtection [@{6F6F}Protection@{FFFF}:\n + Damage inflicted by a hit is reduced by this factor, with a maximum of the values below.] +uittInfoArmorSlash [@{6F6F}Max. vs Slashing blow@{FFFF}:\n + Maximum hit points absorbed for a "slashing" hit.] +uittInfoArmorPierc [@{6F6F}Max. vs Piercing blow@{FFFF}:\n + Maximum hit points absorbed for a "piercing" hit.] +uittInfoArmorBlunt [@{6F6F}Max. vs Smashing blow@{FFFF}:\n + Maximum hit points absorbed for a "smashing" hit.] +uittInfoArmorType [@{6F6F}Armor Type@{FFFF}:\n + The armor type usually affects the action malus. Medium and heavy armor give additional HP bonuses.] +uittInfoShieldCat [@{6F6F}Category@{FFFF}:\n + Shields offer additional protection.\n + @{6F6F}Small shields@{FFFF} protect hands and sometimes chest and arms.\n + @{6F6F}Large shields@{FFFF} protect hands, chest, arms and sometimes legs.] +uittInfoWeaponQuality [@{6F6F}Quality@{FFFF}:\n + Your skill level must at least be equal to this level to be able to use the item.] +uittInfoWeaponSapLoad [@{6F6F}Sap Load@{FFFF}:\n + @{AAAF}Current Charge/Maximum charge@{FFFF}\n + The sap capacity of an item, to be @{6F6F}charged@{FFFF} by @{6F6F}sap crystals@{FFFF}.] +uittInfoWeaponDamage [@{6F6F}Damage@{FFFF}:\n + @{AAAF}Current damage (Maximum damage)@{FFFF}\n + You inflict maximum damage if your skill level is equal to or higher than the quality of the weapon.] +uittInfoWeaponHitMin [@{6F6F}Hit/Minute@{FFFF}:\n + Attack speed of the weapon.] +uittInfoWeaponRDamage [@{6F6F}Damage@{FFFF}:\n + @{AAAF}Current damage (Maximum damage)@{FFFF}\n + Bonus added to the damage of ammunition.\n + You inflict maximum damage if your skill level is equal to or higher than the quality of the weapon.] +uittInfoWeaponRHitMin [@{6F6F}Hit/Minute@{FFFF}:\n + Rate of fire of this weapon.] +uittInfoWeaponReach [@{6F6F}Range@{FFFF}:\n + Reach of this weapon. The higher it is compared to that of the enemy, the higher your chances to hit your target.] +uittInfoWeaponRange [@{6F6F}Range@{FFFF}:\n + Maximum distance at which you can fire at your enemy.] +uittInfoTargetDodgeMod [@{6F6F}Adversary Dodge Modifier@{FFFF}:\n + Bonus or Malus on the @{6F6F}Dodge@{FFFF} of your enemy.] +uittInfoTargetParryMod [@{6F6F}Target Parry Modifier@{FFFF}:\n + Bonus or Malus on the @{6F6F}Parry@{FFFF} of your enemy.] +uittInfoDamageType [@{6F6F}Damage Type@{FFFF}:\n + Some enemies are more vulnerable to certain types of damage than others.] +uittInfoAmmoMagazine [@{6F6F}Magazine@{FFFF}:\n + @{AAAF}Current Quantity/Maximum Quantity@{FFFF}\n + Available ammunition.\n + Place the ammo in your left hand to use it.] +uittInfoAmmoDamage [@{6F6F}Damage@{FFFF}:\n + @{AAAF}Current damage (Maximum damage)@{FFFF}\n + You inflict maximum damage if your skill level is equal to or higher than the quality of the ammunition.] +uittInfoAmmoHitMin [@{6F6F}Hit/Minute@{FFFF}:\n + Modifier to the maximum rate of fire of your weapon.] +uittInfoAmmoRange [@{6F6F}Range@{FFFF}:\n + Modifier to the maximum range of your weapon.] +uittInfoMpQuality [@{6F6F}Quality@{FFFF}:\n + The quality of the raw material affects the price and the quality of the items you may craft with it.] +uittInfoMpEco [@{6F6F}Ecosystem@{FFFF}:\n + Place where the raw material may be found.] +uittInfoMpColor [@{6F6F}Colour@{FFFF}:\n + When you create armor and clothes, the color of the raw material can influence the color of the crafted item.] +uittInfoMpFam [@{6F6F}Family@{FFFF}:\n + Prospectors can specialize in the prospecting of certain families of raw materials.] +uittActionSpellLevel [@{6F6F}Spell level@{FFFF}:\n + Calculated according to the most expensive stanza.\n + If the level of the spell is higher than the @{6F6F}quality@{FFFF} of the magic amplifiers, the amplifiers' bonuses will not be applied.] +uittActionSuccessRateSF [@{6F6F}Success rate@{FFFF}:\n + The success rate depends on the level of the weapon that is used.] +uittActionSuccessRateSM [@{6F6F}Success rate@{FFFF}:\n + The success rate depends on the levels of the magic stanzas that are used.] +uittActionSuccessRateSC [@{6F6F}Success Rate@{FFFF}:\n + The success rate depends on your skill level for this craft.] +uittActionSuccessRateSH [@{6F6F}Success rate@{FFFF}:\n + The success rate depends on the location of the harvest and the used stanzas.] +uittActionSkillPoint [@{6F6F}Skill points@{FFFF}:\n + @{AAAF}Needed points/Total cost \n + @{FFFF}When you master all the stanzas of an action, the first number is 0 and the action is unshaded in the Actions window.] +uittActionSkillReq [@{6F6F}Skill requirements@{FFFF}:\n + Indicates the skills and their levels you must have.\n + Requirements that are not met are shown in @{F80F}Orange@{FFFF}.] +uittActionStanzaReq [@{6F6F}Required Stanzas@{FFFF}:\n + You must know these stanzas before being able to learn this action.\n + Requirements that are not met are shown in @{F80F}Orange@{FFFF}.] +uittToolCraftType [@{6F6F}Tool Type@{FFFF}:\n + Before crafting, you must equip the appropriate crafting tool.] +uittInfoToolQuality [@{6F6F}Quality@{FFFF}:\n + The quality of tools has no influence on their use.] +uittInfoJewelryQuality [@{6F6F}Quality@{FFFF}:\n + A high quality usually means higher magic protections.] +uiQuickEmote [/hello] +uimChatTab [Tabs] +uiDefaultChatInput [** Press ENTER to chat **] +uimQuickChat [Quick Chat] +uiToggleDodgeParry [Dodge / Parry] +uiR2EDRingWindow [Ring] +uiR2EDScoresWindow [Scenario Scores] +uiUniverseChanelWarningTitle [Universe Channel] +uiR2EDHomeButton [HOME] +uiUniverseChanelWarningContent [Warning! The Universe Channel is intended for players asking for help about the game and for those giving them the information. Misuse of this channel will be dealt with by GMs.] +uiUniverseChanelWarningAvoid [Do not display this message anymore.] +uittBonusMalusWindow [Bonus/Malus window] +uiR2EntryPoint [Entry point] +uiDockUndockChat [Dock/Undock Chat] +uiCP_Choose_Keyset [Select Your Key Configuration] +uiCP_Keyset_Ok [OK] +uiCP_Keyset_Cancel [CANCEL] +uiR2EDScenario [Scenario] +uiR2EDRules [Control] +uiR2EDstrict [Mastered] +uiR2EDliberal [Masterless] +uiR2EDScenarioControl [Listing Options] +uiR2EDAccessFilterForPlayers [ACCESS FILTERS FOR PLAYERS] +uiR2EDInviteTeam [INVITE YOUR TEAM] +uiR2EDScenarioInformation [SCENARIO INFORMATION] +uiR2EdRace [Race] +uiR2EDRaceFyros [Fyros] +uiR2EDRaceMatis [Matis] +uiR2EDRaceTryker [Tryker] +uiR2EDRaceZorai [Zoraï] +uiR2EDReligion [Religion] +uiR2EDReligionKami [Kami] +uiR2EDReligionKaravan [Karavan] +uiR2EDReligionNeutral [Neutral] +uiR2EDNonGuildPlayers [Non-guild players] +uiR2EDShard [Shards:] +uiR2EDCombatLevel [Combat level] +uiR2EDGlobalAccess [ALLOW NEWCOMERS] +uiR2EDChooseScenario [BACK] +uiR2EDScenarioName [Scenario name] +uiR2EDScenarioFileName [Scenario file name] +uiR2EDLanguage [Language] +uiR2EDType [Type] +uiR2EDScenarioDescription [Description] +uiR2EDScenarioLevel [Difficulty] +uiR2EDRoleplay [Roleplay] +uiR2EDCombat [Combat] +uiR2EDFrench [French] +uiR2EDEnglish [English] +uiR2EDDeutsch [German] +uiR2EDAutoInvite [Auto invite] +uiCP_KeysetName_ [Use arrow keys to move] +uiCP_KeysetTooltip_ [Move your avatar using only @{6F6F}the arrow@{FFFF} keys.] +uiCP_KeysetName_bi_zqsd [Move using 'ZQSD'] +uiCP_KeysetTooltip_bi_zqsd [Move your avatar using the @{6F6F}ZQSD@{FFFF} like in 'First Person Shooters'. This goes for both French and Belgian keysets.] +uiCP_KeysetName_bi_wasd [Move using 'WASD'] +uiCP_KeysetTooltip_bi_wasd [Move your avatar using the @{6F6F}WASD@{FFFF} like in 'First Person Shooters'. This goes for American, English and German keysets.] +uiCP_KeysetImport_Game [Import this character's keyset configuration\n + @{6F6F}GAME ONLY] +uiCP_KeysetImport_Editor [Import this character's keyset configuration\n + @{6F6F}EDITOR ONLY] +uiCP_KeysetImport_Game_Editor [Import this character's keyboard configuration\n + @{6F6F}GAME & EDITOR] +uiRAP_Owner [Owner] +uiRAP_Title [Destination Name] +uiRAP_Desc [Description] +uiRAP_Level [Difficulty] +uiRAP_Flags [Invited/Animator] +uiRAP_ScenarioType [Type] +uiRAP_PlayerCount [Nb. Players] +uiRAP_Join [JOIN] +uiRAP_Tell [TELL] +uiRAP_AskForInvite [ASK FOR INVITE] +uiRAP_NewDestination [NEW DESTINATION] +uiRAP_MenuJoin [Enter the scenario] +uiRAP_MenuTell [Ask the scenario owner to let you in] +uiRAP_Language [Language] +uiRAP_LaunchDate [Launch date] +uiRAP_AuthorRRPRating [Author RRP] +uiRAP_OwnerRRPRating [Owner RRP] +uiRAP_ScenarioRRPRating [Scenario RRP] +uiRAP_RateFun [Fun] +uiRAP_RateDifficulty [Difficulty] +uiRAP_RateAccessibility [Accessibility] +uiRAP_RateOriginality [Originality] +uiRAP_RateDirection [Direction] +uiRAP [Ring Terminal] +uiRAP_NoSessionForLangFilter [Some scenarios were found, but not for the selected language(s)!] +uiRAP_NoSessionFound [No scenario found] +uiRAP_NotInvited [To join this scenario, you must have been invited by the scenario owner. Click the 'ASK FOR INVITE' button to contact them.] +uiRAP_Level0 [Novice] +uiRAP_Level1 [Apprentice] +uiRAP_Level2 [Confirmed] +uiRAP_Level3 [Advanced] +uiRAP_Level4 [Expert] +uiRAP_Level5 [Master] +uiRAP_HowToBeInvited [You don't have an invitation for this Ring Scenario. By double clicking on the scenario or by selecting it and using the @{6F6F}'ASK FOR INVITE'@{FFFF} button in the bottom right corner of this window, you can send the scenario owner a request to join.] +uiRAP_HowToJoin [You have an invitation for this Ring Scenario. You can enter the scenario by double clicking on it or by selecting it and using the @{6F6F}'join'@{FFFF} button in the bottom right corner of this window.] +uiRAP_WaitMsg0 [Retrieving scenario list.] +uiRAP_WaitMsg1 [Retrieving scenario list..] +uiRAP_WaitMsg2 [Retrieving scenario list...] +uiRAP_ConnectionFailed [Connection failed!] +uiRAP_Disconnection [Disconnected!] +uiRAP_ConnectionClosed [Connection closed!] +uiRAP_JoinFailed [Sorry, an error occured while trying to join the scenario, please try again] +uiRAP_JoinConfirm [Join this scenario?] +uiRAP_WinTitle [Ring Destinations] +uiRAP_Enlarge [Fit columns] +uiRAP_EnlargeTooltip [Enlarge the columns so that their content is fully visible. You can use the horizontal and vertical scrollbars if content is too big.] +uiRAP_FlagsTooltip [A @{6F6F}CHECK@{FFFF} is displayed when the scenario owner has invited you to join the scenario.\n + An @{6F6F}EYE@{FFFF} icon indicate that the owner is present in this scenario. Click to sort by this criterion.] +uiRAP_OwnerTooltip [Name of the player that created the scenario. You can send a @{6F6F}tell@{FFFF} to this player via the right mouse button menu, or via the button at the bottom right corner of that window. Double clicking on a scenario to which you have not yet been invited will send a tell to the scenario owner, asking for an invitation. Click to sort by owner.] +uiRAP_TitleTooltip [Title for the scenario, as given by its creator. Click to sort by title.] +uiRAP_DescTooltip [The owner's description of the scenario. Click to sort the scenarios by description.] +uiRAP_LevelTooltip [Difficulty of the scenario. This level determines the type of reward points that can be earned in the scenario and also the level of the skills that you will need to use in order to earn points.\n + @{6F6F}Novice@{FFFF}: Skills of all levels\n + @{6F6F}Apprentice@{FFFF}: Skills of at least level 21\n + @{6F6F}Confirmed@{FFFF}: Skills of at least level 51\n + @{6F6F}Advanced@{FFFF}: Skills of at least level 101\n + @{6F6F}Expert@{FFFF}: Skills of at least level 151\n + @{6F6F}Master@{FFFF}: Skills of at least level 201\n + Click to sort by this criterion.] +uiRAP_PlayerCountTooltip [Number of players that are currently playing in the scenario. Click to sort the scenarios by number of connected players.] +uiRAP_LanguageTooltip [Language for the scenario. Click to sort the scenarios by language.] +uiRAP_LaunchDateTooltip [Time at which the scenario started. Click to sort the scenarios by start time.] +uiRAP_ScenarioTypeTooltip [The Scenario Type according to its creator. Click to sort the scenarios by scenario type.] +uiRAP_AuthorRRPRatingTooltip [Reward Points of the scenario's author] +uiRAP_OwnerRRPRatingTooltip [Reward Points of the scenario's owner] +uiRAP_ScenarioRRPRatingTooltip [Reward Points of this scenario] +uiRAP_RateFunTooltip [The average rating of @{6F6F}Fun@{FFFF} given by players to this scenario.] +uiRAP_RateDifficultyTooltip [The average rating of @{6F6F}Difficulty@{FFFF} given by players to this scenario.] +uiRAP_RateAccessibilityTooltip [The average rating of @{6F6F}Accessibility@{FFFF} given by players to this scenario.] +uiRAP_RateOriginalityTooltip [The average rating of @{6F6F}Originality@{FFFF} given by players to this scenario.] +uiRAP_RateDirectionTooltip [The average rating of @{6F6F}Direction@{FFFF} given by players to this scenario.] +uiRAP_NoRate [No evaluation] +uiRAP_ST_0 [-] +uiRAP_ST_1 [Newbie training] +uiRAP_ST_2 [Story telling] +uiRAP_ST_3 [Mistery] +uiRAP_ST_4 [Hack'n'Slash] +uiRAP_ST_5 [Guild training] +uiRAP_ST_6 [Other] +uiCP_InRingSession [The Ring Scenario that this character launched was left running. Click @{6F6F}'Resume Scenario' @{FFFF}to continue] +uiCharSel_ResumeSession [Resume Scenario] +uiRAP_NewScenario [Launch a new @{6F6F}Ring@{FFFF} scenario] +uiAddTellerToFriends [Friend] +uiAddTellerToFriendsToolip [Add this person to your friend list.] +uiAddTellerToIgnoreList [Ignore] +uiAddTellerToIgnoreListTooltip [Add this person to your ignore list. You won't receive messages from this person again.] +uiInviteToRingSession [Invite] +uiInviteToRingSessionTooltip [Invite the character to this Ring Scenario, allowing them to join in via a @{6F6F}Ring Terminal@{FFFF}] +uiAddTellerToIgnoreListWarning [Add this player to your ignore list?] +uiRAP_CharsTitle [Players tracking] +uiRAP_CharFlags [Connected player] +uiRAP_CharName [Player] +uiRAP_CharGuild [Guild] +uiRAP_CharRace [Race] +uiRAP_CharReligion [Religion] +uiRAP_CharShard [Shard] +uiRAP_CharLevel [Combat level] +uiRAP_CharRace_0 [Fyros] +uiRAP_CharRace_1 [Matis] +uiRAP_CharRace_2 [Tryker] +uiRAP_CharRace_3 [Zoraï] +uiRAP_CharReligion_0 [Neutral] +uiRAP_CharReligion_1 [Kami] +uiRAP_CharReligion_2 [Karavan] +uiRAP_CharFlagsTooltip [An eye indicates that a player is present in this scenario. Click to sort by this criterion.] +uiRAP_CharNameTooltip [Name of the player that has been invited. You can send a @{6F6F}tell@{FFFF} to this player, @{6F6F}kick@{FFFF} him or @{6F6F}teleport to@{FFFF} him, using the right click menu, or the button at the bottom right corner of that window. Click to sort by this criterion.] +uiRAP_CharGuildTooltip [Name of the player's guild if he has one. Click to sort by this criterion.] +uiRAP_CharRaceTooltip [Player race. Click to sort by this criterion.] +uiRAP_CharReligionTooltip [Player religion. Click to sort by this criterion.] +uiRAP_CharShardTooltip [Player shard. Click to sort by this criterion.] +uiRAP_CharLevelTooltip [Best combat/magic skill level. Click to sort by this criterion.] +uiRAP_TellSentTo [Request for invitation sent to:] +uiRingInviteNotification [You've been invited to join a ring scenario. If you select the scenario at a Ring Terminal you will be able to join it directly.] +uiRingInvitationSent [has been invited to join this Ring Scenario] +uiRingPlotItemDesc [description: ] +uiRingPlotItemComment [comment: ] +uiRingPlotItemEmpty [ - ] +uiRingAutoInviteToggle [When @{6F6F}unchecked@{FFFF}, players must ask for an invitation before being able to join this scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingGlobalAccessToggle [When @{6F6F}unchecked @{FFFF}, only invited players will see this scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterFyros [When @{6F6F}unchecked @{FFFF} Fyros players who have not been invited cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterMatis [When @{6F6F}unchecked @{FFFF} Matis players who have not been invited cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterZorai [When @{6F6F}unchecked @{FFFF} Zoraï players who have not been invited cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterTryker [When @{6F6F}unchecked @{FFFF} Tryker players who have not been invited cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterGuild [When @{6F6F}unchecked @{FFFF} players who you have not invited and who are not part of your guild cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.\n + This option has no effect if you don't have a guild.] +uiRingFilterCombatLevel0 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is no higher than level @{6F6F}20@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterCombatLevel1 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is between levels @{6F6F}21@{FFFF} and @{6F6F}50@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterCombatLevel2 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is between levels @{6F6F}51@{FFFF} and @{6F6F}100@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterCombatLevel3 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is between levels @{6F6F}101@{FFFF} and @{6F6F}150@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterCombatLevel4 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is between levels @{6F6F}151@{FFFF} and @{6F6F}200@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterCombatLevel5 [When @{6F6F}unchecked @{FFFF} players who you have not invited and who's best combat skill is between levels @{6F6F}201@{FFFF} and @{6F6F}250@{FFFF} cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterReligionKami [When @{6F6F}unchecked @{FFFF} players with Kami allegiance cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterReligionKaravan [When @{6F6F}unchecked @{FFFF} players with Karavan allegiance cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterReligionNeutral [When @{6F6F}unchecked @{FFFF} players with no allegiance cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRingFilterShard [When @{6F6F}unchecked @{FFFF} players from this shard who you have not invited cannot see your scenario at @{6F6F}Ring Terminals@{FFFF}.] +uiRAP_AskForTall [Ask for talk] +uiRAP_CharLevel_0 [1-20] +uiRAP_CharLevel_1 [21-50] +uiRAP_CharLevel_2 [51-100] +uiRAP_CharLevel_3 [101-150] +uiRAP_CharLevel_4 [151-200] +uiRAP_CharLevel_5 [201-250] +uiRAP_Invite [INVITE] +uiRAP_InvitedAndConnected [This character whom you have invited to join this scenario is currently connected. By clicking on the name and using either the right mouse button or the @{6F6F}'tell'@{FFFF} button at the bottom right of the window, you can talk to the character ; with the @{6F6F}'kick'@{FFFF} button, you can expel them ; with the @{6F6F}'teleport to'@{FFFF} button, you can teleport yourself to their current position.] +uiRAP_InvitedAndNotConnected [This character whom you have invited to join this scenario is currently not connected. By clicking on the name and using either the right mouse button or the @{6F6F}'tell'@{FFFF} button at the bottom right of the window, you can talk to the character ; with the @{6F6F}'kick'@{FFFF} button, you can expel them ; with the @{6F6F}'teleport to'@{FFFF} button, you can teleport yourself to their current position.] +uiRAP_Kick [KICK] +uiRAP_MenuCharTell [Send a 'tell' to ] +uiRAP_MenuKick [Kick ] +uiRAP_MenuTeleportTo [Teleport to ] +uiRAP_MenuUnkick [Unkick ] +uiRAP_NoCharFound [There are currently no invited characters] +uiRAP_Resize [Resize] +uiRAP_ResizeTooltip [Resize columns to their content] +uiRAP_TeleportTo [Teleport to] +uiRAP_Unkick [UNKICK] +uiRAP_WaitChars0 [Retrieving characters.] +uiRAP_WaitChars1 [Retrieving characters..] +uiRAP_WaitChars2 [Retrieving characters...] +uiR2EDso_newbie_training [Newbie Training] +uiR2EDso_story_telling [Story Telling] +uiR2EDso_mistery [Mystery] +uiR2EDso_hack_slash [Hack & Slash] +uiR2EDso_guild_training [Guild Training] +uiR2EDso_other [Other] +uiR2EDfr [French] +uiR2EDen [English] +uiR2EDde [German] +uiR2EDother_lang [Other] +uiR2EDEditScenario [Resume] +uiR2EDNewScenario [Reset Editor] +uiR2EDNewScenarioWarning [Press OK to reset the editor and create a new scenario from scratch] +uiNoAvailableMissions [Mission Journal is unavailable in the Ring] +uiNoAvailableAnimals [Animals are unavailable in the Ring] +uiR2EDLaunchScenario [Launch] +uiR2EDApplyScenarioFilters [Apply] +uiRingLaunchScenarioTooltip [Launch a session of the scenario you have chosen.] +uiRingDescriptionScenarioTooltip [Describe the scenario that you will launch. It will be visible by all players at each Ring Terminal.] +uiRingWarningFreeTrial [FREE TRIAL LIMITATIONS:\n + \n + You cannot join this Ring adventure with a free trial account.\n + \n + In order to gain full access to Ryzom Core Ring you need to subscribe to Ryzom Core.\n + \n + To upgrade your account see \n + www.Ryzom Core.com\n + ] +uiRingWarningInviteFreeTrial [You cannot invite this player because he has a free trial account and this scenario is not allowed for free trial players.\n + ] +uiRingWarningNewcomer [You cannot invite this player because one of you is a newcomer.\n + ] +uiRingWarningBanishedPlayer [You have been banned. You have lost the ability to launch a scenario.] +uiRingLaunchScenarioError [An error occured when you tried to launch your scenario.] +uiRingUpdateScenarioFiltersError [An error occured when you tried to update your scenario filters.] +uiRingChooseScenario [Choose a scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Name [@{6F6F}File Name\n + @{FFFF}File name of the scenario to load] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Title [@{6F6F}Title\n + @{FFFF} Title of the selected scenario] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Description [@{6F6F}Description\n + @{FFFF} Description of the selected scenario, as provided by the author] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Rules [@{6F6F}Mastering\n + @{FFFF} Mastered means that the you will be the Adventure Master in the scenario\n + Masterless means that you will participate in the scenario as a player] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Level [@{6F6F}Difficulty\n + @{FFFF} Difficulty of the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Language [@{6F6F}Language\n + @{FFFF} The language of the scenario, as declared by the scenario author] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_RingPointsLevel [@{6F6F}Requirements\n + @{FFFF} Indicates wether you are permitted to load this scenario. One is only permitted to load scenarios that contain content that one has access to. One gains access to additional content by exploring the mainlands of Atys.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Author [@{6F6F}Author\n + @{FFFF} Author of the selected scenario. Between brackets is the rating given by the author to its own scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_NewbieTreeInfo [@{6F6F}newbieLand Scenarios \n + @{FFFF} WRITE ME] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Fun [@{6F6F}Fun Rating \n + @{FFFF} Fun rating for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Difficulty [@{6F6F}Difficulty Rating \n + @{FFFF} Difficulty rating for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Accessibility [@{6F6F}Accessibility Rating \n + @{FFFF} Accessibility rating for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Originality [@{6F6F}Originality Rating \n + @{FFFF} Originality rating for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_Direction [@{6F6F}Direction Rating \n + @{FFFF} Direction rating for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_RRPTotal [@{6F6F}Ryzom Core Ring Points Total \n + @{FFFF} Ryzom Core Ring Points Total for the selected scenario.] +uiR2EdPropertyToolTip_LoadScenario_LoadScenario_TreeInfo [@{6F6F}Examples\n + @{FFFF}Example scenarios supplied with Ryzom Core. These demonstrate some of the things that can be done with Ryzom Core Ring.\n + @{6F6F}Pioneer Scenarios\n + @{FFFF}Provided by other players and customer support, these are not vetted.\n + @{6F6F}My Files\n + @{FFFF}The files that are in the 'My Scenarios' folder on your computer.] +uiR2EDLoadScenarioWindow [Load Scenario] +uiR2EDProp_LoadScenario_Description [Scenario description] +uiR2EDProp_LoadScenario_Title [Title] +uiR2EDProp_LoadScenario_Author [Author] +uiR2EDProp_LoadScenario_Rules [Mastering] +uiR2EDProp_LoadScenario_Level [Difficulty] +uiR2EDProp_LoadScenario_Language [Language] +uiR2EDProp_LoadScenario_RingPointsLevel [Requirements] +uiR2EDProp_LoadScenario_Name [File Name] +uiR2EDProp_LoadScenario_FunRating [Fun] +uiR2EDProp_LoadScenario_DifficultyRating [Difficulty] +uiR2EDProp_LoadScenario_AccessibilityRating [Accessibility] +uiR2EDProp_LoadScenario_OriginalityRating [Originality] +uiR2EDProp_LoadScenario_DirectionRating [Direction] +uiR2EDProp_LoadScenario_RRPTotal [Ryzom Core Ring Points] +uiR2EDLoadScenario_InvalidFileName [Invalid file name] +uiR2EDLoadScenario_Yes [You have sufficient knowledge of Atys] +uiR2EDLoadScenario_No [You have INSUFFICIENT knowledge of Atys] +uiR2EDRollout_ScenarioInfo [Scenario Information] +uiR2EDRollout_Load [Load] +uiR2EDRollout_Ratings [Ratings] +uiR2EDValidateForm [OK] +uiR2EDCancelForm [CANCEL] +uiR2EDBasicSkills [Stats] +uiR2EDRingSkills [Advanced Stats] +uiR2EDEcosystemPointsTitle [KNOWLEDGE OF ATYS] +uiR2EDBasicsPoints [General] +uiR2EDDesertPoints [Desert] +uiR2EDSubtropicPoints [Lakes] +uiR2EDForestPoints [Forest] +uiR2EDJunglePoints [Jungle] +uiR2EDPrimeRootPoints [Prime Roots] +uiR2EDBasicPointsTooltip [@{6F6F}General@{FFFF}: %n/%p\n + ] +uiR2EDDesertPointsTooltip [@{6F6F}Desert@{FFFF}: %n/%p\n + ] +uiR2EDSubtropicPointsTooltip [@{6F6F}Lakes@{FFFF}: %n/%p\n + ] +uiR2EDForestPointsTooltip [@{6F6F}Forest@{FFFF}: %n/%p\n + ] +uiR2EDJunglePointsTooltip [@{6F6F}Jungle@{FFFF}: %n/%p\n + ] +uiR2EDPrimeRootPointsTooltip [@{6F6F}Prime Roots@{FFFF}: %n/%p\n + ] +uiR2EDRrpsLevelTitle [Reward Points (RRP)] +uiR2EDRrpsLevel20 [Novice level] +uiR2EDRrpsLevel50 [Apprentice level] +uiR2EDRrpsLevel100 [Confirmed level] +uiR2EDRrpsLevel150 [Advanced level] +uiR2EDRrpsLevel200 [Expert level] +uiR2EDRrpsLevel250 [Master level] +uiR2EDRrpsLevel20Tooltip [@{6F6F}Novice level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Novice' scenarios\n + ] +uiR2EDRrpsLevel50Tooltip [@{6F6F}Apprentice level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Apprentice' scenarios (using skills of at least level 21)\n + ] +uiR2EDRrpsLevel100Tooltip [@{6F6F}Confirmed level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Confirmed' scenarios (using skills of at least level 51)\n + ] +uiR2EDRrpsLevel150Tooltip [@{6F6F}Advanced level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Advanced' scenarios (using skills of at least level 101)\n + ] +uiR2EDRrpsLevel200Tooltip [@{6F6F}Expert level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Expert' scenarios (using skills of at least level 151)\n + ] +uiR2EDRrpsLevel250Tooltip [@{6F6F}Master level Ring Reward Points@{FFFF}: %n.\n + Points gained in 'Master' scenarios (using skills of at least level 201)\n + ] +uiR2EDRingRatingTitle [Ring Ratings] +uiR2EDAuthorRingRating [Author Rating] +uiR2EDAMRingRating [AM Rating] +uiR2EDMasterlessRingRating [Organizer Rating] +uiR2EDAuthorRingRatingTooltip [@{6F6F}Author Rating@{FFFF}: Level: %n, Progress: %p%.\n + Rating as scenario creator. This rating increases as people play in the scenarios that you have created.\n + ] +uiR2EDAMRingRatingTooltip [@{6F6F}AM Rating@{FFFF}: Level: %n, Progress: %p%.\n + Rating as an Adventure Master. This rating increases as people play in mastered scenarios that you are running.\n + ] +uiR2EDMasterlessRingRatingTooltip [@{6F6F}Organizer Rating@{FFFF}: Level: %n, Progress: %p%.\n + Rating as organizer of masterless scenarios. This rating increases as people play with you in masterless scenarios that you have launched.\n + ] +uiRingLoadingNotARoSScenario [You cannot load a Mainland scenario while you are in the Ruins of Silan. ] +uiRingNoRatings [Scenario scores are unavailable in Mainland.] +uiR2EDScenarioScores [AVERAGE SCENARIO SCORES] +uiR2EDMyScenarioScores [MY SCENARIO SCORES] +uiClickToSelectAMission [Click here to select a mission.] +uiNoAvailableMission [Your mission journal is empty.] +uittExpandMissionList [Click to toggle between expanded list and dropdown menu display.] +uittMissionCombo [This is your mission journal, and your current mission. Click to choose, or use @{6F6F}Mouse wheel up@{FFFF} or @{6F6F}Mouse wheel down@{FFFF} to cycle through available missions.] +uittMissionJournal [This is your mission journal] +uiFixedMissionEntry_Newbie [Ruins of Silan] +uiFixedMissionEntry_Newbie_R2 [Ruins of Silan/Ring] +uiFixedMissionEntry_Newbie_Trial [Ruins of Silan/Free trial] +uiFixedMissionEntry_Newbie_R2_Trial [Ruins of Silan/Free trial/Ring] +uiFixedMissionEntry_Mainland_Fyros [Main land / Fyros] +uiFixedMissionEntry_Mainland_Matis [Main land / Matis] +uiFixedMissionEntry_Mainland_Tryker [Main land / Tryker] +uiFixedMissionEntry_Mainland_Zorai [Main land / Zoraï] +uiFixedMissionEntry_R2 [Ryzom Core ring] +uiCaptionToggle [Title bar on/off] +msgCustomizedEmoteNoAnim [&CHK&You asked to play the emote's animation only, however the emote doesn't have an animation.] +uiR2WinColors [Ring Header Colors] +uiR2Palette [Palette] +uiR2Scenario [Scenario] +uiR2Prop_window [Properties] +uiR2Form [Forms] +uiR2Custom_look [Customize look] +uiR2Dialogs [Dialogs] +uiR2Events [Events] +uiR2Activities [Activities] +uiR2Feature_help [Feature help] +uiR2Connect [Connect] +uiR2Session_browser [Session browser] +uiR2Scenario_control [Scenario Filter] +uiR2Player_tracking [Player Tracking] +uiCCDPalette [Palette Heading Color] +uiCCDScenario [Scenario Heading Color] +uiCCDProp_window [Properties Heading Color] +uiCCDForm [Forms Heading Color] +uiCCDCustom_look [Customize Look Heading Color] +uiCCDDialogs [Dialogs Heading Color] +uiCCDEvents [Events Heading Color] +uiCCDActivities [Activities Heading Color] +uiCCDFeature_help [Feature Help Heading Color] +uiCCDConnect [Connect Heading Color] +uiCCDSession_browser [Session Browser Heading Color] +uiCCDScenario_control [Scenario Control Heading Color] +uiCCDPlayer_tracking [Player Tracking Heading Color] +uittR2_Palette [Choose header color for 'Palette'] +uittR2_Scenario [Choose header color for 'Scenario'] +uittR2_Prop_window [Choose header color for 'Properties'] +uittR2_Form [Choose header color for 'Forms'] +uittR2_Custom_look [Choose header color for 'Customize look'] +uittR2_Dialogs [Choose header color for 'Dialogs'] +uittR2_Events [Choose header color for 'Events'] +uittR2_Activities [Choose header color for 'Activities'] +uittR2_Feature_help [Choose header color for 'Feature help'] +uittR2_Connect [Choose header color for 'Connect'] +uittR2_Session_browser [Choose header color for 'Session browser'] +uittR2_Scenario_control [Choose header color for 'Scenario control'] +uittR2_Player_tracking [Choose header color for 'Player Tracking'] +uiBGD_RBG [Ryzom Core Downloader] +uiBGD_Exit [Exit] +uiBGD_ShowHide [Show/Hide] +uiBGD_CloseWarning [This action will not close the downloader, it will keep running in the background. To close the downloader, click on the tray icon and select 'Exit'.] +uiBGD_DontShowAgain [Do not show this warning again.] +uiBGD_OK [OK] +uiBGD_PatchComplete [Patch completed succesfully!] +uiBGD_CheckFailed [Error encountered while looking for files to download] +uiBGD_PatchingFailed [Patch failed. Please check your disk space and internet connection and try again] +uiBGD_CheckSuccess [File check finished] +uiBGD_Progress [Patch progress: ] +uiBGD_PatchUpToDate [Ryzom Core is up to date] +uiBGD_PatchError [Patch error, please check your disk space and system settings and try again] +uiBGD_ProtocolError [Game/Downloader communication Error. Please restart Ryzom Core or as a last resort use the Ryzom Core Downloader to repair your installation.] +uiBGD_DownloaderDisconnected [Ryzom Core Downloader stopped, please restart Ryzom Core] +uiBGD_Launching [Launching Ryzom Core Downloader...] +uiBGD_LaunchError [Failed to launch the Ryzom Core Downloader...] +uiBGD_ShuttingDown [Shutting down the Ryzom Core Downloader...] +uiBGD_ForciblyShutdown [Ryzom Core Downloader is still running, but is not responding, you may need to restart your computer...] +uiBGD_InvalidCommandLine [Please use Ryzom Core Downloader to repair a broken Ryzom Core installation.] +uiBGD_FullPatchNeeded [This feature can only be accessed after background patching has finished. The background patching progress is indicated by the progress bar.] +uiBGD_MainlandCharFullPatchNeeded [This location that this character is at can only be accessed after background patching has finished. The background patching progress is indicated by the progress bar.] +uiBGD_WindowTitle [Downloader] +uiBGD_Paused [Paused] +uiBGD_LowPriority [Low priority] +uiBGD_NormalPriority [Normal priority] +uiBGD_PriorityTooltip [Select the priority of the Ryzom Core Downloader. You may want to @{6F6F}Pause@{FFFF} the downloader if you experience slowdown. If you have a fast machine, or want to speed up the patching process, you select choose @{6F6F}Normal Priority@{FFFF}] +uiBGD_NotUsed [Not used] +uiBGD_ShutdownFailed [Failed to shutdown the Ryzom Core Downloader, you may need to restart your computer to solve the problem] +uiBGD_InGamePatchIncomplete [Access to the Atys mainland and Ryzom Core Ring requires patching to have been finished. The patching progress is indicated in the Patch Window.] +uiBGD_InGamePatchIncompleteBC [Please wait for patching to finish] +uiBGD_InGamePatchCompletion [Ryzom Core is now fully patched! You can now access Ryzom Core Ring or be teleported to the mainland!] +uiBGD_MultipleRyzomInstance [Failed to initiate patching process because another Ryzom Core is already running. Please close the other Ryzom Core and try again.] +uiCP_KeysetName_bi_wow_alike [Other 1] +uiCP_KeysetTooltip_bi_wow_alike [For those used to some other MMO Games keybinding, make a smooth transition using that keyset. Applies to the game only (Ryzom Core Ring keyset remains the same).] +uiAutomaticCamera [Automatic Camera] +uiMouseDblClickMode [Double Click Mode] +uiAutoEquipTool [Auto Equip Mode] +msgNoCastWhileMoving [&CHK&You cannot cast a spell while moving.] +uiBGD_PatchStarting [Ryzom Core patching has started] +uiBGD_BackgroundPatchStarting [Ryzom Core background patching has started] +uiBGD_Welcome [Ryzom Core is about to be installed on your computer. You may also repair an existing version of Ryzom Core.\n + ] +uiBGD_NewInstall [Install Ryzom Core] +uiBGD_Repair [Repair Ryzom Core] +uiBGD_NextStep [Next >] +uiBGD_Quit [Exit] +uiBGD_ChoosePackage [Please choose a package to install: ] +uiBGD_MinimalInstall [Minimum installation. The free trial starting island will be installed.] +uiBGD_FullInstall [Full Ryzom Core Install] +uiBGD_RyzomInstaller [Ryzom Core Downloader] +uiBGD_Torrent [Torrent Mode] +uiBGD_InstallCongrat [Congratulations!] +uiBGD_CongratSuccessfullInstall [Ryzom Core has been successfully installed.\n + We wish you great adventures on Atys!\n + ] +uiBGD_StartRyzomNow [Start Ryzom Core now] +uiBGD_Help [Help] +uiBGD_FinishInstall [Finish] +uiBGD_ResumeDownloadInfo [Note: You can resume the installation at any time by double-clicking on the installer shortcut on your desktop.] +uiBGD_PackageTitle [Ryzom Core installation\n + \n + ] +uiBGD_Package [Please choose installation options\n + ] +uiBGD_TaskTypeDownload [1. Download] +uiBGD_TaskTypeInstall [2. Install] +uiQueued [Queued] +uiChecking [Checking] +uiBGD_Connecting [Connecting] +uiDownloadingMetadata [Downloading meta data] +uiFinished [Finishing] +uiSeeding [Seeding] +uiAllocating [Allocating] +uiCanNotDownload [There has been an error downloading one of the Ryzom Core installation files.\n + Please make sure that you have sufficient disk space and that your internet connection is operating correctly. ] +uiCanNotInstall [There has been an error installing one of the Ryzom Core installation files.\n + Please make sure that you have sufficient disk space for the installation.] +uiBGD_CategoryDownload [Downloading (1/2)] +uiBGD_CategoryInstall [Installing (2/2)] +uiBGD_Restarting [The program will be relaunched] +uiBGD_LoadTorrent [Downloading hash infos] +uiBGD_LoadPackageList [Loading available package list] +uiBGD_RequiredSize [Size needed: {0}] +uiBGD_Download [] +uiBGD_Installing [] +uiBGD_ScanData [Checking integrity] +uiBGD_Patch [Downloading] +uiBGD_CheckData [Check data] +uiBGD_InstallFinished [Installation finished.\n + \n + You can now play to Ryzom Core.] +uiBGD_LoadVersionError [Error: impossible to load version info. Please make sure your internet connection is operating correctly.] +uiBGD_LoadVersionInfo [Loading Version Infos] +uiBGD_LoadDownloadList [Updating download list] +uiBGD_Hour [{0} hour] +uiBGD_Hours [{0} hours] +uiBGD_Minute [{0} minute] +uiBGD_Minutes [{0} minutes] +uiBGD_Seconde [{0} second] +uiBGD_Secondes [{0} seconds] +uiBGD_TimeLeft [({0} left)] +uiBGD_FilenameFormat [{0}] +uiBGD_RateFormat [ at {0}/s] +uiSelectPackage [Package selection] +uiBGD_RyzomUpdateRepair [Ryzom Core Install and Repair] +uiBGD_ContentStartProcessFullVersion [You have opted to only install the minimum files required to start playing. The remaining files will be downloaded and installed while you play.] +uiBGD_ContentStartProcessInstall [You are about to download and install the latest version of Ryzom Core.\n + The complete version of Ryzom Core requires {0} of disk space.] +uiBGD_ContentStartProcessRepair [You are about to update your installation of Ryzom Core to the latest version.\n + This operation will repair any files that are damaged or missing.\n + At the end of the update the game configuration options will be reset to the default values.] +uiBGD_ContentStartProcessTorrent ['Torrent Mode' uses BitTorent technology to download from several servers at a time. Disabling 'Turbo Download' can fix some types of download problem.] +uiBGD_TitleStartProcessInstall [Welcome to the Ryzom Core Downloader] +uiBGD_TitleInstallSuccess [Congratulations] +uiBGD_ContentInstallSuccess [Ryzom Core has been installed successfully] +uiBGD_QuitInstallContent [Do your realy want to quit the installation program.] +uiBGD_QuitInstallRestart [You will be able to to continue the install process where you have left it by clicking on the Ryzom Core icon on your desktop.] +uiBGD_QuitInstallTitle [Quit?] +uiBGD_ErrorSupportFormat [Tips on solving common problems on the {0}] +uiBGD_ErrorSupportUrl [http://forums.Ryzom Core.com/forum/showthread.php?t=29129] +uiBGD_HandShaking [Initiating communication with patcher (try %d/%d)] +uiRyzomErrorMsgBoxHelp [Help] +uittBrowseFaq [Help] +uiUnsupportedColorDepth [The current desktop color depth is not supported by Ryzom Core. Please launch Ryzom Core in 16 millions color mode.] +uiUnsupportedNewColorDepth [The new desktop color depth is not supported by Ryzom Core. Please launch Ryzom Core in 16 millions color mode.] +uiDeathWarningTitle [Coma and Death] +uiDeathWarningContent [You are in a coma.\n + \n + The timer shows your life energy ebbing away. When it runs critically low the Divinities of Atys will resuscitate you at the point highlighted on the map.\n + \n + You may be healed by other players in order to avoid incurring the penalties associated with death, or press the RESPAWN button to call on the divinities immediately.] +uiDeathWarningAvoid [Do not display this message anymore.] +uiScreenShotPNG [Screenshot PNG] +uiQDeleteAction [Do you really want to delete this action?] +uiQDeleteMacro [Do you really want to delete this macro?] +uiQResetUI [Do you really want to reset the UI?] +uiCommandNotExists [Unknown command.] +uiNightWarningTitle [Night] +uiNightWarningContent [It is night on Atys.\n + \n + You can illuminate your surroundings by pressing 'L' (by default) on your keyboard.\n + ] +uitabBuyAll [All] +uitabBuyAction [Actions] +uitabBuyUpgrade [Upgrades] +uitabBuyPower [Powers/Auras] +uitabBuyCarac [Characteristics] +uittConsiderTargetNoSelection [No target selected] +uittConsiderTargetLevel [@{6F6F}Level@{FFFF} of the target] +uittConsiderBoss [This creature is @{6F6F}guild challenging@{FFFF}.] +uittConsiderBossNpc [This character is a @{6F6F}guild-level challenge@{FFFF}.] +uittConsiderNamedOrMiniBoss [This creature is a @{6F6F}team-level challenge@{FFFF}.] +uittConsiderUnknownLevel [The level of the target is @{F00F}too high@{FFFF} compared to your level.\n + \n + @{888F}Note: You can see the level of your target up to 10 levels above your own level. You get a 10 level bonus for each player in your team.] +uittConsiderBothPVPToSeeLevel [@{6F6F}Tip:@{FFFF} Both you and your target must be in PvP mode for your to see your opponent's level.] +uittTabBuyAll [Show all available training] +uittTabBuyAction [New actions] +uittTabBuyUpgrade [Upgrades for your skills] +uittTabBuyPower [New powers and auras] +uittTabBuyCarac [Characteristics improvements] +uittSeconds [ second(s) ] +uittMinutes [ minute(s) ] +uittHours [ hour(s) ] +uittSecondsShort [ s ] +uittMinutesShort [ m ] +uittHoursShort [ h ] +uittMeters [ meter(s)] +uiNoTrainingAvailable [No training available for this category] +uittSuccessRate [Success rate: @{6F6F}] +uittRegenTime [Disabled for: @{6F6F}] +uittDisableTime [Reuse time: @{FFFF}] +uiAtysianCycle1Ordinal [1st] +uiAtysianCycle2Ordinal [2nd] +uiAtysianCycle3Ordinal [3rd] +uiAtysianCycle4Ordinal [4th] +uiScreenshotSaved [has been saved in your Ryzom Core folder.] +uiRpJobs [Occupations] +uiRpJobsElementary [Basic Occupations] +uiRpJobsAdvanced [Advanced Occupations] +uiRpJobsRoleplay [Roleplay Occupations] +rpjob_200 [Apprentice Butcher] +rpjob_201 [Apprentice Florist] +rpjob_202 [Apprentice Water-Carrier] +rpjob_203 [Apprentice Magnetic Cartographer] +rpjob_204 [Apprentice Toolmaker] +rpjob_205 [Apprentice Medic] +rpjob_206 [Apprentice Larvester] +rpjob_207 [Apprentice Scrollmaker] +uiRpjobMaxLevel [You have reached the maximum level in this occupation.] +uiChapterI [Chapter I: Changing Times] +uiChapterII [Chapter II: Ready to Fight] +uiChapterIII [Chapter III: Outposts] +uiChapterIV [Chapter IV: Basic Occupations] +uiChapterV [Chapter V: The Road to Power] +uiShowTimesInChatCB [Show Timestamps in Chat] +uittShowTimesInChat [If checked, displays the current time before all chat messages.] +uiEchelon [Grade: ] +/* OLD VALUE : [Show Clock in Compass] */ +/* OLD VALUE : [Show Clock in Compass] */ +uiShowClock [Show Clock in Compass] +uittShowClock [If checked, displays the current time in the compass.] +uiUntranslatedToken [Invalid token: '%s'. No return value and no default specified.] +uiShow3dItemPreview [Show 3D Item Preview] +uittShow3dItemPreview [If checked, displays a 3D preview of the inspected item.] +uiShowDynChannelNameInChatCB [Show Dynamic Channel Name in User Chanel] +uittShowDynChannelNameInChat [If checked, the name of the dynamic chat channel is shown in front if the message is displayed in the user tab.] +uiShowReticle [Show Target Reticle] +uittShowReticle [If checked, show a target reticle on mouseover and selection of target.] +uiCurrentLocalAndUtcTime [Current local time is %local, UTC time is %utc.] +uittContactInfo [Open friend's profile] +uiPlayerInfos [Info] +youTellPlayer [You tell %name] +uimwHands2 [ACTION #2] +uiRunShortcut2 [Run Shortcut #2] +uiActions2 [Actions #2] +uiKeysActionsTitle2 [Action Shortcuts #2] +uiThousandsSeparator [,] +uiRaceBold [RACE: ] +uittFilterTP [Filter @{6F6F}Teleporter Pacts\n + @{FFFF}Right click to select only @{6F6F}Teleporter Pacts@{FFFF}.] +uiShowOnlineOfflineNotifications [Show Online/Offline Notifications] +uittShowOnlineOfflineNotifications [Show a notification when guildmembers or friends go online or offline.] +uiPlayerOnline [&ISE&%s has come online.] +uiPlayerOffline [&ISE&%s has gone offline.] +uiDynColor0 [Dynamic Channel 0] +uiCCDDyn0 ['Dynamic channel 0' messages color] +uittChooseDynColor0 [Choose color for messages in dynamic chat channel 0] +uiDynColor1 [Dynamic Channel 1] +uiCCDDyn1 ['Dynamic channel 1' messages color] +uittChooseDynColor1 [Choose color for messages in dynamic chat channel 1] +uiDynColor2 [Dynamic Channel 2] +uiCCDDyn2 ['Dynamic channel 2' messages color] +uittChooseDynColor2 [Choose color for messages in dynamic chat channel 2] +uiDynColor3 [Dynamic Channel 3] +uiCCDDyn3 ['Dynamic channel 3' messages color] +uittChooseDynColor3 [Choose color for messages in dynamic chat channel 3] +uiDynColor4 [Dynamic Channel 4] +uiCCDDyn4 ['Dynamic channel 4' messages color] +uittChooseDynColor4 [Choose color for messages in dynamic chat channel 4] +uiDynColor5 [Dynamic Channel 5] +uiCCDDyn5 ['Dynamic channel 5' messages color] +uittChooseDynColor5 [Choose color for messages in dynamic chat channel 5] +uiDynColor6 [Dynamic Channel 6] +uiCCDDyn6 ['Dynamic channel 6' messages color] +uittChooseDynColor6 [Choose color for messages in dynamic chat channel 6] +uiDynColor7 [Dynamic Channel 7] +uiCCDDyn7 ['Dynamic channel 7' messages color] +uittChooseDynColor7 [Choose color for messages in dynamic chat channel 7] +uiQSetLeader [Are you sure you want to make this member Guild Leader?] +uimLockItem [Lock] +uimUnlockItem [Unlock] +uimSetTeamLeader [Set Leader] +uiKeyTILDE [TILDE] +uiKeySLASH [SLASH] +uiKeyPERIOD [PERIOD] +uiKeyBACKSLASH [BACKSLASH] +uiKeyAPOSTROPHE [APOSTROPHE] +uiKeySEMICOLON [SEMICOLON] +uiKeyRBRACKET [RBRACKET] +uiKeyLBRACKET [LBRACKET] +uiKeyEQUALS [EQUALS] +uiKeyDASH [DASH] +uiJoinLeagueProposal [LEAGUE INVITATION] +uiPvpPoints [PVP POINTS] +uiPvpTotal [Total] +uiOrganization [ORGANIZATION] +uiOrganization_5 [Marauders] +uiOrganization_0 [Undefined] +uiPoints [Points:] +uiOrganizationStatus [Rank:] +uittOrganization [You can join an @{6F6F}Organization@{FFFF} and get the advantages of belonging to that organization by passing a rite.\n + \n + You will need to meet the fame requirements before you do the rite. The sage (or equivalent) of the organization can give you more information.] +uiRpTags [Roleplay Tags] +uittRpTags [Show any Roleplay Tags above the character] +uimwTaskBar [Taskbar] +uiWindowNpcName [NPC Name] +uittNpcName [Show friendly NPC's name above the character] +uiNpcTitle [NPC Title] +uittNpcTitle [Show frienly NPC's title above the character] +uiHands2 [Actions #2] +uigcVR [VIRTUAL REALITY] +uiVRGeneral [Virtual Reality Options] +uiVREnable [Enable VR]