//////////////////////////////////////////////////////////////////////////////////// // 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.] }