Fix duplicate clauses
This commit is contained in:
parent
7078f0302e
commit
42b2fbe84b
6 changed files with 323 additions and 50 deletions
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@ -907,24 +907,84 @@ COMBAT_LOSE_STA_TARGET (entity e, int i)
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}
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}
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// HASH_VALUE 6C07AD9570D680FF
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/* OLD VALUE : [
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COMBAT_MISS_ATTACKER (entity e)
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COMBAT_MISS_ATTACKER (entity e)
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{
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{
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combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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COMBAT_MISS_ATTACKER (entity e)
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{
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combat_parry_attacker [&MISM& You made a mess of $e.da$ $e$.]
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combat_parry_attacker [&MISM& You made a mess of $e.da$ $e$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE FA9A714B0E35EB47
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COMBAT_MISS_ATTACKER (entity e)
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{
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combat_miss_attacker [&MISM& You made a mess of $e.da$ $e$.]
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}
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}
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// HASH_VALUE 1338A0A24074CE66
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/* OLD VALUE : [
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COMBAT_MISS_DEFENDER (entity e)
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COMBAT_MISS_DEFENDER (entity e)
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{
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{
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combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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COMBAT_MISS_DEFENDER (entity e)
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{
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combat_parry_defender [&MIS&$e.da$ $e$ misses you.]
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combat_parry_defender [&MIS&$e.da$ $e$ misses you.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE 94447E095028939A
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COMBAT_MISS_DEFENDER (entity e)
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{
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combat_miss_defender [&MIS&$e.da$ $e$ misses you.]
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}
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}
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// HASH_VALUE 3089B6C331E8E842
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/* OLD VALUE : [
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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{
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combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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{
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combat_parry_spectator [&SYS&$actor.ia$ $actor$ misses $defender.ia$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE 29BAC69453042BD5
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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{
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{
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combat_parry_spectator [&SYS&$actor.ia$ $actor$ misses $defender.ia$ $defender$.]
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combat_miss_spectator [&SYS&$actor.ia$ $actor$ misses $defender.ia$ $defender$.]
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}
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}
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@ -970,17 +1030,57 @@ COMBAT_PARRY_SPECTATOR (entity actor, entity defender)
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}
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}
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// HASH_VALUE 3A6736D8361AF90C
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&Start of life drain effect, your weapon gives you $drain$ hit points from $defender.da$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE D2B8E2CE971ACF37
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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{
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{
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combat_proc_vampirism_spectators_n [&ISE&Start of life drain effect, your weapon gives you $drain$ hit points from $defender.da$ $defender$.]
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combat_proc_vampirism_attackers_n [&ISE&Start of life drain effect, your weapon gives you $drain$ hit points from $defender.da$ $defender$.]
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}
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}
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// HASH_VALUE 502E4552E71E4FC0
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of your hit points.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE BD4FE2D630F8371F
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COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
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COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
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{
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{
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combat_proc_vampirism_spectators_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of your hit points.]
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combat_proc_vampirism_defenders_n [&ISE&The weapon of $attacker.da$ $attacker$ gives them $drain$ of your hit points.]
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}
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}
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@ -14929,10 +15029,30 @@ PROGRESS_DEATH_PENALTY_PAYBACK (int i, skill s, int j, int k)
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}
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}
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// HASH_VALUE 794DBB1A5C87956B
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/* OLD VALUE : [
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PROGRESS_FREE_TRIAL_LIMIT (skill s)
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{
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progress_normal_gain_0 [&XP&Vous ne gagnez pas d'expérience en '$s$' car vous avez atteint la limite de la FREETRIAL. Pour progresser davantage dans cette compétence vous devez vous abonner.]
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}
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] */
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// Clause 0 : identifier changed.
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/* OLD VALUE : [
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PROGRESS_FREE_TRIAL_LIMIT (skill s)
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{
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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.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE EF3B3CD841ADD4EA
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PROGRESS_FREE_TRIAL_LIMIT (skill s)
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PROGRESS_FREE_TRIAL_LIMIT (skill s)
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{
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{
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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.]
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progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.]
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}
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}
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@ -15462,9 +15582,9 @@ RRP_GAIN (int ptsNow, int sessionType, int ptsTotal)
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}
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}
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// HASH_VALUE F0B8FC08FCC1911B
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/* OLD VALUE : [
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RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
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RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
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{
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{
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(sessionType = 0)
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(sessionType = 0)
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rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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@ -15483,6 +15603,68 @@ RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
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(sessionType = 5)
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(sessionType = 5)
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rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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}
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] */
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// Clause 0 : identifier changed.
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// Clause 1 : identifier changed.
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// Clause 2 : identifier changed.
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// Clause 3 : identifier changed.
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// Clause 4 : identifier changed.
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// Clause 5 : identifier changed.
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/* OLD VALUE : [
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RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
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{
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(sessionType = 0)
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rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 1)
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rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 2)
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rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 3)
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rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 4)
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rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 5)
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rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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}
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] */
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// Clause 0 : identifier changed.
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// Clause 1 : identifier changed.
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// Clause 2 : identifier changed.
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// Clause 3 : identifier changed.
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// Clause 4 : identifier changed.
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// Clause 5 : identifier changed.
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// HASH_VALUE B7B0DCC083B1E395
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RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
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{
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(sessionType = 0)
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rrp_gain2_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 1)
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rrp_gain2_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 2)
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rrp_gain2_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 3)
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rrp_gain2_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 4)
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rrp_gain2_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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(sessionType = 5)
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rrp_gain2_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
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}
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}
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// HASH_VALUE 3F71DCA165BB7EC9
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// HASH_VALUE 3F71DCA165BB7EC9
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@ -907,24 +907,54 @@ COMBAT_LOSE_STA_TARGET (entity e, int i)
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}
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}
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// HASH_VALUE 6C07AD9570D680FF
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/* OLD VALUE : [
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COMBAT_MISS_ATTACKER (entity e)
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COMBAT_MISS_ATTACKER (entity e)
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{
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{
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combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.]
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combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE FA9A714B0E35EB47
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COMBAT_MISS_ATTACKER (entity e)
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{
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combat_miss_attacker [&MISM& Vous avez raté $e.da$ $e$.]
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}
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}
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// HASH_VALUE 1338A0A24074CE66
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/* OLD VALUE : [
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COMBAT_MISS_DEFENDER (entity e)
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COMBAT_MISS_DEFENDER (entity e)
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{
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{
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combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.]
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combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE 94447E095028939A
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COMBAT_MISS_DEFENDER (entity e)
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{
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combat_miss_defender [&MIS&$e.da$ $e$ vous a raté.]
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}
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}
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// HASH_VALUE 3089B6C331E8E842
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/* OLD VALUE : [
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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{
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combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE 29BAC69453042BD5
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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COMBAT_MISS_SPECTATOR (entity actor, entity defender)
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{
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{
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combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
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combat_miss_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
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}
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}
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@ -970,17 +1000,37 @@ COMBAT_PARRY_SPECTATOR (entity actor, entity defender)
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}
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}
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// HASH_VALUE 3A6736D8361AF90C
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE D2B8E2CE971ACF37
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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COMBAT_PROC_VAMPIRISM_ATTACKER (entity defender, int drain)
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{
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{
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combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.]
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combat_proc_vampirism_attackers_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.]
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}
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}
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// HASH_VALUE 502E4552E71E4FC0
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/* OLD VALUE : [
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COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
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{
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combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.]
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}
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] */
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// Clause 0 : identifier changed.
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// HASH_VALUE BD4FE2D630F8371F
|
||||||
COMBAT_PROC_VAMPIRISM_DEFENDER (entity attacker, int drain)
|
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_defenders_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.]
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -15030,10 +15080,20 @@ PROGRESS_DEATH_PENALTY_PAYBACK (int i, skill s, int j, int k)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// HASH_VALUE 08471ED16EEEBED3
|
/* OLD VALUE : [
|
||||||
|
PROGRESS_FREE_TRIAL_LIMIT (skill s)
|
||||||
|
{
|
||||||
|
progress_normal_gain_0 [&XP&Vous ne gagnez pas d'expérience en '$s$' car vous avez atteint la limite de la FREETRIAL. Pour progresser davantage dans cette compétence vous devez vous abonner.]
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
] */
|
||||||
|
// Clause 0 : identifier changed.
|
||||||
|
// HASH_VALUE EF3B3CD841ADD4EA
|
||||||
PROGRESS_FREE_TRIAL_LIMIT (skill s)
|
PROGRESS_FREE_TRIAL_LIMIT (skill s)
|
||||||
{
|
{
|
||||||
progress_normal_gain_0 [&XP&Vous ne gagnez pas d'expérience en '$s$' car vous avez atteint la limite de la FREETRIAL. Pour progresser davantage dans cette compétence vous devez vous abonner.]
|
progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.]
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -15583,9 +15643,9 @@ RRP_GAIN (int ptsNow, int sessionType, int ptsTotal)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// HASH_VALUE F0B8FC08FCC1911B
|
/* OLD VALUE : [
|
||||||
RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
|
RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
|
||||||
{
|
{
|
||||||
(sessionType = 0)
|
(sessionType = 0)
|
||||||
rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
@ -15604,6 +15664,37 @@ RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
|
||||||
(sessionType = 5)
|
(sessionType = 5)
|
||||||
rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
] */
|
||||||
|
// Clause 0 : identifier changed.
|
||||||
|
// Clause 1 : identifier changed.
|
||||||
|
// Clause 2 : identifier changed.
|
||||||
|
// Clause 3 : identifier changed.
|
||||||
|
// Clause 4 : identifier changed.
|
||||||
|
// Clause 5 : identifier changed.
|
||||||
|
// HASH_VALUE B7B0DCC083B1E395
|
||||||
|
RRP_GAIN2 (int ptsNow, int sessionType, int nbPlayers, int time)
|
||||||
|
{
|
||||||
|
(sessionType = 0)
|
||||||
|
rrp_gain2_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
(sessionType = 1)
|
||||||
|
rrp_gain2_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
(sessionType = 2)
|
||||||
|
rrp_gain2_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
(sessionType = 3)
|
||||||
|
rrp_gain2_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
(sessionType = 4)
|
||||||
|
rrp_gain2_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
|
(sessionType = 5)
|
||||||
|
rrp_gain2_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// HASH_VALUE D7AC3EA649E03597
|
// HASH_VALUE D7AC3EA649E03597
|
||||||
|
|
|
@ -305,17 +305,17 @@ COMBAT_PARRY_SPECTATOR(entity actor, entity defender)
|
||||||
|
|
||||||
COMBAT_MISS_ATTACKER(entity e)
|
COMBAT_MISS_ATTACKER(entity e)
|
||||||
{
|
{
|
||||||
combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.]
|
combat_miss_attacker [&MISM& Vous avez raté $e.da$ $e$.]
|
||||||
}
|
}
|
||||||
|
|
||||||
COMBAT_MISS_DEFENDER(entity e)
|
COMBAT_MISS_DEFENDER(entity e)
|
||||||
{
|
{
|
||||||
combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.]
|
combat_miss_defender [&MIS&$e.da$ $e$ vous a raté.]
|
||||||
}
|
}
|
||||||
|
|
||||||
COMBAT_MISS_SPECTATOR(entity actor, entity defender)
|
COMBAT_MISS_SPECTATOR(entity actor, entity defender)
|
||||||
{
|
{
|
||||||
combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
|
combat_miss_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
|
||||||
}
|
}
|
||||||
|
|
||||||
// damage shield related
|
// damage shield related
|
||||||
|
|
|
@ -16,12 +16,12 @@ RRP_GAIN(int ptsNow, int sessionType, int ptsTotal)
|
||||||
|
|
||||||
RRP_GAIN2(int ptsNow, int sessionType, int nbPlayers, int time)
|
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 = 0) rrp_gain2_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 = 1) rrp_gain2_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 = 2) rrp_gain2_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 = 3) rrp_gain2_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 = 4) rrp_gain2_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)]
|
(sessionType = 5) rrp_gain2_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||||
}
|
}
|
||||||
|
|
||||||
RRP_BONUS(int ptsBonus, int sessionType, int ptsTotal)
|
RRP_BONUS(int ptsBonus, int sessionType, int ptsTotal)
|
||||||
|
|
|
@ -671,12 +671,12 @@ XP_CATALYSER_CONSUME(int i, int j)
|
||||||
|
|
||||||
COMBAT_PROC_VAMPIRISM_ATTACKER(entity defender, int drain)
|
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_attackers_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_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_defenders_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(entity attacker, entity defender, int drain)
|
||||||
|
|
|
@ -33,7 +33,7 @@ PROGRESS_DEATH_PENALTY_COMPLETE()
|
||||||
|
|
||||||
PROGRESS_FREE_TRIAL_LIMIT(skill s)
|
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_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.]
|
||||||
}
|
}
|
||||||
|
|
||||||
//*PROGRESS_MUCH_GAIN(skill s)
|
//*PROGRESS_MUCH_GAIN(skill s)
|
||||||
|
|
Loading…
Reference in a new issue