Merge pull request #79 from baggio002/master
translate combat, damage and damage event of rule packs.
This commit is contained in:
commit
16e1e89611
@ -1,198 +1,198 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<Combat_MeleeIncludes.rulePack.rulesStrings.0>logentry->[action], [result].</Combat_MeleeIncludes.rulePack.rulesStrings.0>
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<Combat_MeleeIncludes.rulePack.rulesStrings.1>logentry(p=0.2)->[action].</Combat_MeleeIncludes.rulePack.rulesStrings.1>
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<Combat_MeleeIncludes.rulePack.rulesStrings.2>implement(implementOwnerType==weapon,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.2>
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<Combat_MeleeIncludes.rulePack.rulesStrings.3>implement(implementOwnerType==weapon,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.3>
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<Combat_MeleeIncludes.rulePack.rulesStrings.4>implement(implementOwnerType==weapon,p=1)->a [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.4>
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<Combat_MeleeIncludes.rulePack.rulesStrings.5>implement(implementOwnerType==weapon,p=0.5)->a [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.5>
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<Combat_MeleeIncludes.rulePack.rulesStrings.6>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.6>
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<Combat_MeleeIncludes.rulePack.rulesStrings.7>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive] [bodypart_adjective] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.7>
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<Combat_MeleeIncludes.rulePack.rulesStrings.8>implement(implementOwnerType==hediff,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.8>
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<Combat_MeleeIncludes.rulePack.rulesStrings.9>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.9>
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<Combat_MeleeIncludes.rulePack.rulesStrings.10>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.10>
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<Combat_MeleeIncludes.rulePack.rulesStrings.11>bodypart_adjective->hard</Combat_MeleeIncludes.rulePack.rulesStrings.11>
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<Combat_MeleeIncludes.rulePack.rulesStrings.12>bodypart_adjective->strong</Combat_MeleeIncludes.rulePack.rulesStrings.12>
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<Combat_MeleeIncludes.rulePack.rulesStrings.13>bodypart_adjective->powerful</Combat_MeleeIncludes.rulePack.rulesStrings.13>
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<Combat_MeleeIncludes.rulePack.rulesStrings.14>bodypart_adjective->forceful</Combat_MeleeIncludes.rulePack.rulesStrings.14>
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<Combat_MeleeIncludes.rulePack.rulesStrings.15>bodypart_adjective->mighty</Combat_MeleeIncludes.rulePack.rulesStrings.15>
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<Combat_MeleeIncludes.rulePack.rulesStrings.16>bodypart_adjective->rugged</Combat_MeleeIncludes.rulePack.rulesStrings.16>
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<Combat_MeleeIncludes.rulePack.rulesStrings.17>bodypart_adjective->stout</Combat_MeleeIncludes.rulePack.rulesStrings.17>
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<Combat_MeleeIncludes.rulePack.rulesStrings.18>bodypart_adjective->sturdy</Combat_MeleeIncludes.rulePack.rulesStrings.18>
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<Combat_MeleeIncludes.rulePack.rulesStrings.19>bodypart_adjective->solid</Combat_MeleeIncludes.rulePack.rulesStrings.19>
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<Combat_MeleeIncludes.rulePack.rulesStrings.20>bodypart_adjective->tough</Combat_MeleeIncludes.rulePack.rulesStrings.20>
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<Combat_MeleeIncludes.rulePack.rulesStrings.21>bodypart_adjective(initiator_flesh==True)->calloused</Combat_MeleeIncludes.rulePack.rulesStrings.21>
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<Combat_MeleeIncludes.rulePack.rulesStrings.0>logentry->[action],[result]。</Combat_MeleeIncludes.rulePack.rulesStrings.0>
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<Combat_MeleeIncludes.rulePack.rulesStrings.1>logentry(p=0.2)->[action]。</Combat_MeleeIncludes.rulePack.rulesStrings.1>
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<Combat_MeleeIncludes.rulePack.rulesStrings.2>implement(implementOwnerType==weapon,p=2)->[initiator_possessive][weapon_label]的[tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.2>
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<Combat_MeleeIncludes.rulePack.rulesStrings.3>implement(implementOwnerType==weapon,p=1)->[initiator_possessive][weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.3>
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<Combat_MeleeIncludes.rulePack.rulesStrings.4>implement(implementOwnerType==weapon,p=1)->一个[weapon_label]的[tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.4>
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<Combat_MeleeIncludes.rulePack.rulesStrings.5>implement(implementOwnerType==weapon,p=0.5)->一个[weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.5>
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<Combat_MeleeIncludes.rulePack.rulesStrings.6>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive][tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.6>
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<Combat_MeleeIncludes.rulePack.rulesStrings.7>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive][bodypart_adjective][tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.7>
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<Combat_MeleeIncludes.rulePack.rulesStrings.8>implement(implementOwnerType==hediff,p=2)->[initiator_possessive][weapon_label]的[tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.8>
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<Combat_MeleeIncludes.rulePack.rulesStrings.9>implement(implementOwnerType==hediff,p=1)->[initiator_possessive][weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.9>
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<Combat_MeleeIncludes.rulePack.rulesStrings.10>implement(implementOwnerType==hediff,p=1)->[initiator_possessive][tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.10>
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<Combat_MeleeIncludes.rulePack.rulesStrings.11>bodypart_adjective->坚硬的</Combat_MeleeIncludes.rulePack.rulesStrings.11>
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<Combat_MeleeIncludes.rulePack.rulesStrings.12>bodypart_adjective->强大的</Combat_MeleeIncludes.rulePack.rulesStrings.12>
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<Combat_MeleeIncludes.rulePack.rulesStrings.13>bodypart_adjective->有力的</Combat_MeleeIncludes.rulePack.rulesStrings.13>
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<Combat_MeleeIncludes.rulePack.rulesStrings.14>bodypart_adjective->强硬的</Combat_MeleeIncludes.rulePack.rulesStrings.14>
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<Combat_MeleeIncludes.rulePack.rulesStrings.15>bodypart_adjective->有力的</Combat_MeleeIncludes.rulePack.rulesStrings.15>
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<Combat_MeleeIncludes.rulePack.rulesStrings.16>bodypart_adjective->坚固的</Combat_MeleeIncludes.rulePack.rulesStrings.16>
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<Combat_MeleeIncludes.rulePack.rulesStrings.17>bodypart_adjective->结实的</Combat_MeleeIncludes.rulePack.rulesStrings.17>
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<Combat_MeleeIncludes.rulePack.rulesStrings.18>bodypart_adjective->强健的</Combat_MeleeIncludes.rulePack.rulesStrings.18>
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<Combat_MeleeIncludes.rulePack.rulesStrings.19>bodypart_adjective->可靠的</Combat_MeleeIncludes.rulePack.rulesStrings.19>
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<Combat_MeleeIncludes.rulePack.rulesStrings.20>bodypart_adjective->顽强的</Combat_MeleeIncludes.rulePack.rulesStrings.20>
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<Combat_MeleeIncludes.rulePack.rulesStrings.21>bodypart_adjective(initiator_flesh==True)->满是老茧的</Combat_MeleeIncludes.rulePack.rulesStrings.21>
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<Combat_MeleeIncludes.rulePack.rulesStrings.22>bodypart_adjective->firm</Combat_MeleeIncludes.rulePack.rulesStrings.22>
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<Combat_MeleeIncludes.rulePack.rulesStrings.23>targetlist(recipient_part_count==1)->[recipient_part0_label]</Combat_MeleeIncludes.rulePack.rulesStrings.23>
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<Combat_MeleeIncludes.rulePack.rulesStrings.24>targetlist(recipient_part_count==2)->[recipient_part0_label] and [recipient_part1_label]</Combat_MeleeIncludes.rulePack.rulesStrings.24>
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<Combat_MeleeIncludes.rulePack.rulesStrings.25>targetlist(recipient_part_count==3)->[recipient_part0_label], [recipient_part1_label], and [recipient_part2_label]</Combat_MeleeIncludes.rulePack.rulesStrings.25>
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<Combat_MeleeIncludes.rulePack.rulesStrings.26>targetlist->[recipient_part0_label], [recipient_part1_label], [recipient_part2_label], and [recipient_part3_label]</Combat_MeleeIncludes.rulePack.rulesStrings.26>
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<Combat_MeleeIncludes.rulePack.rulesStrings.27>damaged_present->wounding</Combat_MeleeIncludes.rulePack.rulesStrings.27>
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<Combat_MeleeIncludes.rulePack.rulesStrings.28>damaged_present->injuring</Combat_MeleeIncludes.rulePack.rulesStrings.28>
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<Combat_MeleeIncludes.rulePack.rulesStrings.29>destroyed(p=0.5)->destroyed</Combat_MeleeIncludes.rulePack.rulesStrings.29>
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<Combat_MeleeIncludes.rulePack.rulesStrings.30>destroyed(p=0.5)->demolished</Combat_MeleeIncludes.rulePack.rulesStrings.30>
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<Combat_MeleeIncludes.rulePack.rulesStrings.31>destroyed(p=0.5)->ruined</Combat_MeleeIncludes.rulePack.rulesStrings.31>
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<Combat_MeleeIncludes.rulePack.rulesStrings.32>destroyed(p=0.5)->wrecked</Combat_MeleeIncludes.rulePack.rulesStrings.32>
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<Combat_MeleeIncludes.rulePack.rulesStrings.33>result(p=0.5)->[damaged_present] [recipient_possessive] [targetlist]</Combat_MeleeIncludes.rulePack.rulesStrings.33>
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<Combat_MeleeIncludes.rulePack.rulesStrings.34>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] [flavortextadverb]</Combat_MeleeIncludes.rulePack.rulesStrings.34>
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<Combat_MeleeIncludes.rulePack.rulesStrings.35>result(p=10000)->[damaged_present] [recipient_possessive] [targetlist] [flavortextsituation]</Combat_MeleeIncludes.rulePack.rulesStrings.35>
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<Combat_MeleeIncludes.rulePack.rulesStrings.36>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] and [flavortextconsequence]</Combat_MeleeIncludes.rulePack.rulesStrings.36>
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<Combat_MeleeIncludes.rulePack.rulesStrings.37>flavortextadverb->painfully</Combat_MeleeIncludes.rulePack.rulesStrings.37>
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<Combat_MeleeIncludes.rulePack.rulesStrings.38>flavortextadverb->brutally</Combat_MeleeIncludes.rulePack.rulesStrings.38>
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<Combat_MeleeIncludes.rulePack.rulesStrings.39>flavortextadverb->horribly</Combat_MeleeIncludes.rulePack.rulesStrings.39>
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<Combat_MeleeIncludes.rulePack.rulesStrings.40>flavortextadverb->agonizingly</Combat_MeleeIncludes.rulePack.rulesStrings.40>
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<Combat_MeleeIncludes.rulePack.rulesStrings.41>flavortextadverb->fiercely</Combat_MeleeIncludes.rulePack.rulesStrings.41>
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<Combat_MeleeIncludes.rulePack.rulesStrings.42>flavortextadverb->ruthlessly</Combat_MeleeIncludes.rulePack.rulesStrings.42>
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<Combat_MeleeIncludes.rulePack.rulesStrings.43>flavortextadverb->savagely</Combat_MeleeIncludes.rulePack.rulesStrings.43>
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<Combat_MeleeIncludes.rulePack.rulesStrings.44>flavortextadverb->viciously</Combat_MeleeIncludes.rulePack.rulesStrings.44>
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<Combat_MeleeIncludes.rulePack.rulesStrings.45>flavortextadverb->mercilessly</Combat_MeleeIncludes.rulePack.rulesStrings.45>
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<Combat_MeleeIncludes.rulePack.rulesStrings.46>flavortextadverb->heartlessly</Combat_MeleeIncludes.rulePack.rulesStrings.46>
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<Combat_MeleeIncludes.rulePack.rulesStrings.47>flavortextsituation(recipient_flesh!=Mechanoid)->in an explosion of gore</Combat_MeleeIncludes.rulePack.rulesStrings.47>
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<Combat_MeleeIncludes.rulePack.rulesStrings.48>flavortextsituation(recipient_flesh==Mechanoid)->in an explosion of scrap</Combat_MeleeIncludes.rulePack.rulesStrings.48>
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<Combat_MeleeIncludes.rulePack.rulesStrings.49>flavortextsituation->without emotion</Combat_MeleeIncludes.rulePack.rulesStrings.49>
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<Combat_MeleeIncludes.rulePack.rulesStrings.50>flavortextsituation->while wearing a blank look</Combat_MeleeIncludes.rulePack.rulesStrings.50>
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<Combat_MeleeIncludes.rulePack.rulesStrings.51>flavortextsituation(initiator_flesh==Normal)->while wearing a savage look</Combat_MeleeIncludes.rulePack.rulesStrings.51>
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<Combat_MeleeIncludes.rulePack.rulesStrings.52>flavortextsituation(initiator_flesh==Normal)->while wearing a [badassadjective] look</Combat_MeleeIncludes.rulePack.rulesStrings.52>
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<Combat_MeleeIncludes.rulePack.rulesStrings.53>flavortextsituation(initiator_flesh==Normal)->while grimacing</Combat_MeleeIncludes.rulePack.rulesStrings.53>
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<Combat_MeleeIncludes.rulePack.rulesStrings.54>flavortextsituation(initiator_flesh==Normal)->while laughing</Combat_MeleeIncludes.rulePack.rulesStrings.54>
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<Combat_MeleeIncludes.rulePack.rulesStrings.55>flavortextsituation(initiator_flesh==Normal)->while smirking</Combat_MeleeIncludes.rulePack.rulesStrings.55>
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<Combat_MeleeIncludes.rulePack.rulesStrings.56>flavortextconsequence(recipient_flesh!=Mechanoid)->leaving a disgusting wound</Combat_MeleeIncludes.rulePack.rulesStrings.56>
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<Combat_MeleeIncludes.rulePack.rulesStrings.57>flavortextconsequence->leaving a horrific wound</Combat_MeleeIncludes.rulePack.rulesStrings.57>
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<Combat_MeleeIncludes.rulePack.rulesStrings.58>flavortextconsequence(recipient_flesh!=Mechanoid)->making [recipient_objective] [wince] [painevent]</Combat_MeleeIncludes.rulePack.rulesStrings.58>
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<Combat_MeleeIncludes.rulePack.rulesStrings.59>flavortextconsequence(p=0.2)->throwing [recipient_objective] off balance</Combat_MeleeIncludes.rulePack.rulesStrings.59>
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<Combat_MeleeIncludes.rulePack.rulesStrings.60>wince(recipient_flesh==Normal)->wince</Combat_MeleeIncludes.rulePack.rulesStrings.60>
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<Combat_MeleeIncludes.rulePack.rulesStrings.61>wince(recipient_flesh==Normal)->grimace</Combat_MeleeIncludes.rulePack.rulesStrings.61>
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<Combat_MeleeIncludes.rulePack.rulesStrings.62>wince(recipient_flesh==Normal)->cringe</Combat_MeleeIncludes.rulePack.rulesStrings.62>
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<Combat_MeleeIncludes.rulePack.rulesStrings.63>wince(recipient_flesh==Normal)->groan</Combat_MeleeIncludes.rulePack.rulesStrings.63>
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<Combat_MeleeIncludes.rulePack.rulesStrings.64>wince(recipient_flesh!=Mechanoid)->scream</Combat_MeleeIncludes.rulePack.rulesStrings.64>
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<Combat_MeleeIncludes.rulePack.rulesStrings.65>wince(recipient_flesh!=Mechanoid)->shout</Combat_MeleeIncludes.rulePack.rulesStrings.65>
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<Combat_MeleeIncludes.rulePack.rulesStrings.66>wince->recoil</Combat_MeleeIncludes.rulePack.rulesStrings.66>
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<Combat_MeleeIncludes.rulePack.rulesStrings.67>wince->stumble</Combat_MeleeIncludes.rulePack.rulesStrings.67>
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<Combat_MeleeIncludes.rulePack.rulesStrings.68>painstate->in</Combat_MeleeIncludes.rulePack.rulesStrings.68>
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<Combat_MeleeIncludes.rulePack.rulesStrings.69>painstate->with</Combat_MeleeIncludes.rulePack.rulesStrings.69>
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<Combat_MeleeIncludes.rulePack.rulesStrings.70>painstate->from the</Combat_MeleeIncludes.rulePack.rulesStrings.70>
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<Combat_MeleeIncludes.rulePack.rulesStrings.71>painevent(recipient_flesh!=Mechanoid)->[painstate] pain</Combat_MeleeIncludes.rulePack.rulesStrings.71>
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<Combat_MeleeIncludes.rulePack.rulesStrings.72>painevent(recipient_flesh!=Mechanoid)->[painstate] agony</Combat_MeleeIncludes.rulePack.rulesStrings.72>
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<Combat_MeleeIncludes.rulePack.rulesStrings.73>painevent(recipient_flesh==Normal)->with misery</Combat_MeleeIncludes.rulePack.rulesStrings.73>
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<Combat_MeleeIncludes.rulePack.rulesStrings.74>painevent->from the injury</Combat_MeleeIncludes.rulePack.rulesStrings.74>
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<Combat_MeleeIncludes.rulePack.rulesStrings.75>painevent->from the wound</Combat_MeleeIncludes.rulePack.rulesStrings.75>
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<Combat_MeleeIncludes.rulePack.rulesStrings.76>mortarshell->shell</Combat_MeleeIncludes.rulePack.rulesStrings.76>
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<Combat_MeleeIncludes.rulePack.rulesStrings.77>mortarshell->shot</Combat_MeleeIncludes.rulePack.rulesStrings.77>
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<Combat_MeleeIncludes.rulePack.rulesStrings.78>mortarshell->projectile</Combat_MeleeIncludes.rulePack.rulesStrings.78>
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<Combat_MeleeIncludes.rulePack.rulesStrings.79>mortarshell->explosive</Combat_MeleeIncludes.rulePack.rulesStrings.79>
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<Combat_MeleeIncludes.rulePack.rulesStrings.80>mortarshell->bomb</Combat_MeleeIncludes.rulePack.rulesStrings.80>
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<Combat_MeleeIncludes.rulePack.rulesStrings.81>mortarshell(p=0.3)->ballistic shell</Combat_MeleeIncludes.rulePack.rulesStrings.81>
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<Combat_MeleeIncludes.rulePack.rulesStrings.82>mortarshell(p=0.3)->ballistic shot</Combat_MeleeIncludes.rulePack.rulesStrings.82>
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<Combat_MeleeIncludes.rulePack.rulesStrings.83>mortarshell(p=0.3)->ballistic projectile</Combat_MeleeIncludes.rulePack.rulesStrings.83>
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<Combat_MeleeIncludes.rulePack.rulesStrings.84>to->to</Combat_MeleeIncludes.rulePack.rulesStrings.84>
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<Combat_MeleeIncludes.rulePack.rulesStrings.85>to->into</Combat_MeleeIncludes.rulePack.rulesStrings.85>
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<Combat_MeleeIncludes.rulePack.rulesStrings.24>targetlist(recipient_part_count==2)->[recipient_part0_label]和[recipient_part1_label]</Combat_MeleeIncludes.rulePack.rulesStrings.24>
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<Combat_MeleeIncludes.rulePack.rulesStrings.25>targetlist(recipient_part_count==3)->[recipient_part0_label],[recipient_part1_label]和[recipient_part2_label]</Combat_MeleeIncludes.rulePack.rulesStrings.25>
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<Combat_MeleeIncludes.rulePack.rulesStrings.26>targetlist->[recipient_part0_label],[recipient_part1_label],[recipient_part2_label]和[recipient_part3_label]</Combat_MeleeIncludes.rulePack.rulesStrings.26>
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<Combat_MeleeIncludes.rulePack.rulesStrings.27>damaged_present->流血</Combat_MeleeIncludes.rulePack.rulesStrings.27>
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<Combat_MeleeIncludes.rulePack.rulesStrings.28>damaged_present->伤害</Combat_MeleeIncludes.rulePack.rulesStrings.28>
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<Combat_MeleeIncludes.rulePack.rulesStrings.29>destroyed(p=0.5)->摧毁了</Combat_MeleeIncludes.rulePack.rulesStrings.29>
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<Combat_MeleeIncludes.rulePack.rulesStrings.30>destroyed(p=0.5)->伤害了</Combat_MeleeIncludes.rulePack.rulesStrings.30>
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<Combat_MeleeIncludes.rulePack.rulesStrings.31>destroyed(p=0.5)->毁灭了</Combat_MeleeIncludes.rulePack.rulesStrings.31>
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<Combat_MeleeIncludes.rulePack.rulesStrings.32>destroyed(p=0.5)->损伤了</Combat_MeleeIncludes.rulePack.rulesStrings.32>
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<Combat_MeleeIncludes.rulePack.rulesStrings.33>result(p=0.5)->[damaged_present][recipient_possessive][targetlist]</Combat_MeleeIncludes.rulePack.rulesStrings.33>
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<Combat_MeleeIncludes.rulePack.rulesStrings.34>result(p=0.2)->[flavortextadverb][damaged_present][recipient_possessive][targetlist]</Combat_MeleeIncludes.rulePack.rulesStrings.34>
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<Combat_MeleeIncludes.rulePack.rulesStrings.35>result(p=10000)->[damaged_present][recipient_possessive][targetlist],[flavortextsituation]</Combat_MeleeIncludes.rulePack.rulesStrings.35>
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<Combat_MeleeIncludes.rulePack.rulesStrings.36>result(p=0.2)->[damaged_present][recipient_possessive][targetlist]和[flavortextconsequence]</Combat_MeleeIncludes.rulePack.rulesStrings.36>
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<Combat_MeleeIncludes.rulePack.rulesStrings.37>flavortextadverb->痛苦的</Combat_MeleeIncludes.rulePack.rulesStrings.37>
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<Combat_MeleeIncludes.rulePack.rulesStrings.38>flavortextadverb->野蛮的</Combat_MeleeIncludes.rulePack.rulesStrings.38>
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<Combat_MeleeIncludes.rulePack.rulesStrings.39>flavortextadverb->可怕的</Combat_MeleeIncludes.rulePack.rulesStrings.39>
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<Combat_MeleeIncludes.rulePack.rulesStrings.40>flavortextadverb->粗野的</Combat_MeleeIncludes.rulePack.rulesStrings.40>
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<Combat_MeleeIncludes.rulePack.rulesStrings.41>flavortextadverb->猛烈的</Combat_MeleeIncludes.rulePack.rulesStrings.41>
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<Combat_MeleeIncludes.rulePack.rulesStrings.42>flavortextadverb->冷酷的</Combat_MeleeIncludes.rulePack.rulesStrings.42>
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<Combat_MeleeIncludes.rulePack.rulesStrings.43>flavortextadverb->残忍的</Combat_MeleeIncludes.rulePack.rulesStrings.43>
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<Combat_MeleeIncludes.rulePack.rulesStrings.44>flavortextadverb->邪恶的</Combat_MeleeIncludes.rulePack.rulesStrings.44>
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<Combat_MeleeIncludes.rulePack.rulesStrings.45>flavortextadverb->毫不留情的</Combat_MeleeIncludes.rulePack.rulesStrings.45>
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<Combat_MeleeIncludes.rulePack.rulesStrings.46>flavortextadverb->无情的</Combat_MeleeIncludes.rulePack.rulesStrings.46>
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<Combat_MeleeIncludes.rulePack.rulesStrings.47>flavortextsituation(recipient_flesh!=Mechanoid)->喷出了血</Combat_MeleeIncludes.rulePack.rulesStrings.47>
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<Combat_MeleeIncludes.rulePack.rulesStrings.48>flavortextsituation(recipient_flesh==Mechanoid)->溅出了碎片</Combat_MeleeIncludes.rulePack.rulesStrings.48>
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<Combat_MeleeIncludes.rulePack.rulesStrings.49>flavortextsituation->看上去麻木了</Combat_MeleeIncludes.rulePack.rulesStrings.49>
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<Combat_MeleeIncludes.rulePack.rulesStrings.50>flavortextsituation->看上去茫然了</Combat_MeleeIncludes.rulePack.rulesStrings.50>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.51>flavortextsituation(initiator_flesh==Normal)->看上去非常粗暴</Combat_MeleeIncludes.rulePack.rulesStrings.51>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.52>flavortextsituation(initiator_flesh==Normal)->看上去就像一个[badassadjective]</Combat_MeleeIncludes.rulePack.rulesStrings.52>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.53>flavortextsituation(initiator_flesh==Normal)->表情痛苦</Combat_MeleeIncludes.rulePack.rulesStrings.53>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.54>flavortextsituation(initiator_flesh==Normal)->却保持笑容</Combat_MeleeIncludes.rulePack.rulesStrings.54>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.55>flavortextsituation(initiator_flesh==Normal)->然而面露冷笑</Combat_MeleeIncludes.rulePack.rulesStrings.55>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.56>flavortextconsequence(recipient_flesh!=Mechanoid)->留下了一个恶心的伤口</Combat_MeleeIncludes.rulePack.rulesStrings.56>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.57>flavortextconsequence->留下了一个可怕的伤口</Combat_MeleeIncludes.rulePack.rulesStrings.57>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.58>flavortextconsequence(recipient_flesh!=Mechanoid)->使得[recipient_objective][painevent][wince] </Combat_MeleeIncludes.rulePack.rulesStrings.58>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.59>flavortextconsequence(p=0.2)->使[recipient_objective]失去了平衡</Combat_MeleeIncludes.rulePack.rulesStrings.59>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.60>wince(recipient_flesh==Normal)->畏缩</Combat_MeleeIncludes.rulePack.rulesStrings.60>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.61>wince(recipient_flesh==Normal)->扭曲</Combat_MeleeIncludes.rulePack.rulesStrings.61>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.62>wince(recipient_flesh==Normal)->迟疑</Combat_MeleeIncludes.rulePack.rulesStrings.62>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.63>wince(recipient_flesh==Normal)->呻吟</Combat_MeleeIncludes.rulePack.rulesStrings.63>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.64>wince(recipient_flesh!=Mechanoid)->哀嚎</Combat_MeleeIncludes.rulePack.rulesStrings.64>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.65>wince(recipient_flesh!=Mechanoid)->呼喊</Combat_MeleeIncludes.rulePack.rulesStrings.65>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.66>wince->退缩</Combat_MeleeIncludes.rulePack.rulesStrings.66>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.67>wince->摔倒</Combat_MeleeIncludes.rulePack.rulesStrings.67>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.68>painstate-></Combat_MeleeIncludes.rulePack.rulesStrings.68>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.69>painstate-></Combat_MeleeIncludes.rulePack.rulesStrings.69>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.70>painstate-></Combat_MeleeIncludes.rulePack.rulesStrings.70>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.71>painevent(recipient_flesh!=Mechanoid)->[painstate]痛苦的</Combat_MeleeIncludes.rulePack.rulesStrings.71>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.72>painevent(recipient_flesh!=Mechanoid)->[painstate]挣扎着</Combat_MeleeIncludes.rulePack.rulesStrings.72>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.73>painevent(recipient_flesh==Normal)->痛苦的</Combat_MeleeIncludes.rulePack.rulesStrings.73>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.74>painevent->带着伤痛</Combat_MeleeIncludes.rulePack.rulesStrings.74>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.75>painevent->带着伤口</Combat_MeleeIncludes.rulePack.rulesStrings.75>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.76>mortarshell->弹片</Combat_MeleeIncludes.rulePack.rulesStrings.76>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.77>mortarshell->炮弹</Combat_MeleeIncludes.rulePack.rulesStrings.77>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.78>mortarshell->弹头</Combat_MeleeIncludes.rulePack.rulesStrings.78>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.79>mortarshell->炸药</Combat_MeleeIncludes.rulePack.rulesStrings.79>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.80>mortarshell->炸弹</Combat_MeleeIncludes.rulePack.rulesStrings.80>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.81>mortarshell(p=0.3)->射击弹片</Combat_MeleeIncludes.rulePack.rulesStrings.81>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.82>mortarshell(p=0.3)->射击炮弹</Combat_MeleeIncludes.rulePack.rulesStrings.82>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.83>mortarshell(p=0.3)->射击弹头</Combat_MeleeIncludes.rulePack.rulesStrings.83>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.84>to->变成</Combat_MeleeIncludes.rulePack.rulesStrings.84>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.85>to->成为</Combat_MeleeIncludes.rulePack.rulesStrings.85>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.86>initiator_definite->[initiator_labelDefinite]</Combat_MeleeIncludes.rulePack.rulesStrings.86>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.87>initiator_definite->[initiator_nameShortDef]</Combat_MeleeIncludes.rulePack.rulesStrings.87>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.88>recipient_definite->[recipient_labelDefinite]</Combat_MeleeIncludes.rulePack.rulesStrings.88>
|
||||
<Combat_MeleeIncludes.rulePack.rulesStrings.89>recipient_definite->[recipient_nameShortDef]</Combat_MeleeIncludes.rulePack.rulesStrings.89>
|
||||
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.0>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</Combat_WoundIncludes.rulePack.rulesStrings.0>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.1>destroyed_targets(recipient_part_destroyed_count==2)->[recipient_part_destroyed0_label] and [recipient_part_destroyed1_label]</Combat_WoundIncludes.rulePack.rulesStrings.1>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.2>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label], and [recipient_part_destroyed2_label]</Combat_WoundIncludes.rulePack.rulesStrings.2>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.3>destroyed_targets->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label], [recipient_part_destroyed2_label], and [recipient_part_destroyed3_label]</Combat_WoundIncludes.rulePack.rulesStrings.3>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.1>destroyed_targets(recipient_part_destroyed_count==2)->[recipient_part_destroyed0_label]和[recipient_part_destroyed1_label]</Combat_WoundIncludes.rulePack.rulesStrings.1>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.2>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label]和[recipient_part_destroyed2_label]</Combat_WoundIncludes.rulePack.rulesStrings.2>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.3>destroyed_targets->[recipient_part_destroyed0_label],[recipient_part_destroyed1_label], [recipient_part_destroyed2_label]和[recipient_part_destroyed3_label]</Combat_WoundIncludes.rulePack.rulesStrings.3>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.4>damaged_targets(recipient_part_damaged_count==1)->[recipient_part_damaged0_label]</Combat_WoundIncludes.rulePack.rulesStrings.4>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.5>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label] and [recipient_part_damaged1_label]</Combat_WoundIncludes.rulePack.rulesStrings.5>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.6>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label], [recipient_part_damaged1_label], and [recipient_part_damaged2_label]</Combat_WoundIncludes.rulePack.rulesStrings.6>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.7>damaged_targets->[recipient_part_damaged0_label], [recipient_part_damaged1_label], [recipient_part_damaged2_label], and [recipient_part_damaged3_label]</Combat_WoundIncludes.rulePack.rulesStrings.7>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.8>expertly->expertly</Combat_WoundIncludes.rulePack.rulesStrings.8>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.9>expertly->adeptly</Combat_WoundIncludes.rulePack.rulesStrings.9>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.10>expertly->adroitly</Combat_WoundIncludes.rulePack.rulesStrings.10>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.11>expertly->deftly</Combat_WoundIncludes.rulePack.rulesStrings.11>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.12>expertly->skillfully</Combat_WoundIncludes.rulePack.rulesStrings.12>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.13>expertly->slickly</Combat_WoundIncludes.rulePack.rulesStrings.13>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.14>expertly->professionally</Combat_WoundIncludes.rulePack.rulesStrings.14>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.15>expertly->aptly</Combat_WoundIncludes.rulePack.rulesStrings.15>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.16>expertly->dexterously</Combat_WoundIncludes.rulePack.rulesStrings.16>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.17>expertly->cleverly</Combat_WoundIncludes.rulePack.rulesStrings.17>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.18>expertly->masterfully</Combat_WoundIncludes.rulePack.rulesStrings.18>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.19>expertly->artistically</Combat_WoundIncludes.rulePack.rulesStrings.19>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.20>expertly->with skill</Combat_WoundIncludes.rulePack.rulesStrings.20>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.21>expertly->with impressive experience</Combat_WoundIncludes.rulePack.rulesStrings.21>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.22>expertly->with flair</Combat_WoundIncludes.rulePack.rulesStrings.22>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.23>expertly->with care</Combat_WoundIncludes.rulePack.rulesStrings.23>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.24>expertly->with precision</Combat_WoundIncludes.rulePack.rulesStrings.24>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.25>expertly->with proficiency</Combat_WoundIncludes.rulePack.rulesStrings.25>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.26>expertly->with strength</Combat_WoundIncludes.rulePack.rulesStrings.26>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.27>expertly->with dexterity</Combat_WoundIncludes.rulePack.rulesStrings.27>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.28>expertly->with mastery</Combat_WoundIncludes.rulePack.rulesStrings.28>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.29>expertly->with artistry</Combat_WoundIncludes.rulePack.rulesStrings.29>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.30>expertly->with professionalism</Combat_WoundIncludes.rulePack.rulesStrings.30>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.31>expertly->like a virtuoso</Combat_WoundIncludes.rulePack.rulesStrings.31>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.32>expertly->like an expert</Combat_WoundIncludes.rulePack.rulesStrings.32>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.33>expertly->like a master</Combat_WoundIncludes.rulePack.rulesStrings.33>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.34>expertly->like an artist</Combat_WoundIncludes.rulePack.rulesStrings.34>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.35>expertly->like a pro</Combat_WoundIncludes.rulePack.rulesStrings.35>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.36>expert->expert</Combat_WoundIncludes.rulePack.rulesStrings.36>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.37>expert->adept</Combat_WoundIncludes.rulePack.rulesStrings.37>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.38>expert->adroit</Combat_WoundIncludes.rulePack.rulesStrings.38>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.39>expert->deft</Combat_WoundIncludes.rulePack.rulesStrings.39>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.40>expert->skillful</Combat_WoundIncludes.rulePack.rulesStrings.40>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.41>expert->slick</Combat_WoundIncludes.rulePack.rulesStrings.41>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.42>expert->professional</Combat_WoundIncludes.rulePack.rulesStrings.42>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.43>expert->apt</Combat_WoundIncludes.rulePack.rulesStrings.43>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.44>expert->dexterous</Combat_WoundIncludes.rulePack.rulesStrings.44>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.45>expert->clever</Combat_WoundIncludes.rulePack.rulesStrings.45>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.46>expert->masterful</Combat_WoundIncludes.rulePack.rulesStrings.46>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.47>expert->artistic</Combat_WoundIncludes.rulePack.rulesStrings.47>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.5>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label]和[recipient_part_damaged1_label]</Combat_WoundIncludes.rulePack.rulesStrings.5>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.6>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label],[recipient_part_damaged1_label]和[recipient_part_damaged2_label]</Combat_WoundIncludes.rulePack.rulesStrings.6>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.7>damaged_targets->[recipient_part_damaged0_label],[recipient_part_damaged1_label],[recipient_part_damaged2_label]和[recipient_part_damaged3_label]</Combat_WoundIncludes.rulePack.rulesStrings.7>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.8>expertly->熟练的</Combat_WoundIncludes.rulePack.rulesStrings.8>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.9>expertly->老练的</Combat_WoundIncludes.rulePack.rulesStrings.9>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.10>expertly->敏捷的</Combat_WoundIncludes.rulePack.rulesStrings.10>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.11>expertly->灵巧的</Combat_WoundIncludes.rulePack.rulesStrings.11>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.12>expertly->巧妙的</Combat_WoundIncludes.rulePack.rulesStrings.12>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.13>expertly->灵活的</Combat_WoundIncludes.rulePack.rulesStrings.13>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.14>expertly->专业的</Combat_WoundIncludes.rulePack.rulesStrings.14>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.15>expertly->恰到好处的</Combat_WoundIncludes.rulePack.rulesStrings.15>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.16>expertly->机敏的</Combat_WoundIncludes.rulePack.rulesStrings.16>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.17>expertly->聪明的</Combat_WoundIncludes.rulePack.rulesStrings.17>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.18>expertly->精妙的</Combat_WoundIncludes.rulePack.rulesStrings.18>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.19>expertly->艺术般的</Combat_WoundIncludes.rulePack.rulesStrings.19>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.20>expertly->以娴熟的技巧</Combat_WoundIncludes.rulePack.rulesStrings.20>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.21>expertly->以丰富的经验</Combat_WoundIncludes.rulePack.rulesStrings.21>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.22>expertly->以惊人的天赋</Combat_WoundIncludes.rulePack.rulesStrings.22>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.23>expertly->谨慎的</Combat_WoundIncludes.rulePack.rulesStrings.23>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.24>expertly->精确的</Combat_WoundIncludes.rulePack.rulesStrings.24>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.25>expertly->熟练的</Combat_WoundIncludes.rulePack.rulesStrings.25>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.26>expertly->强力的</Combat_WoundIncludes.rulePack.rulesStrings.26>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.27>expertly->灵巧的</Combat_WoundIncludes.rulePack.rulesStrings.27>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.28>expertly->精妙的</Combat_WoundIncludes.rulePack.rulesStrings.28>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.29>expertly->艺术般的</Combat_WoundIncludes.rulePack.rulesStrings.29>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.30>expertly->以丰富的经验</Combat_WoundIncludes.rulePack.rulesStrings.30>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.31>expertly->如同行家里手</Combat_WoundIncludes.rulePack.rulesStrings.31>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.32>expertly->如同一个专家</Combat_WoundIncludes.rulePack.rulesStrings.32>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.33>expertly->如同支配者</Combat_WoundIncludes.rulePack.rulesStrings.33>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.34>expertly->像一个艺术家</Combat_WoundIncludes.rulePack.rulesStrings.34>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.35>expertly->专家般的</Combat_WoundIncludes.rulePack.rulesStrings.35>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.36>expert->精巧的</Combat_WoundIncludes.rulePack.rulesStrings.36>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.37>expert->内行的</Combat_WoundIncludes.rulePack.rulesStrings.37>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.38>expert->熟练的</Combat_WoundIncludes.rulePack.rulesStrings.38>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.39>expert->灵巧的</Combat_WoundIncludes.rulePack.rulesStrings.39>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.40>expert->熟练的</Combat_WoundIncludes.rulePack.rulesStrings.40>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.41>expert->灵活的</Combat_WoundIncludes.rulePack.rulesStrings.41>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.42>expert->专家级的</Combat_WoundIncludes.rulePack.rulesStrings.42>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.43>expert->灵敏的</Combat_WoundIncludes.rulePack.rulesStrings.43>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.44>expert->敏捷的</Combat_WoundIncludes.rulePack.rulesStrings.44>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.45>expert->聪明的</Combat_WoundIncludes.rulePack.rulesStrings.45>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.46>expert->娴熟的</Combat_WoundIncludes.rulePack.rulesStrings.46>
|
||||
<Combat_WoundIncludes.rulePack.rulesStrings.47>expert->艺术般的</Combat_WoundIncludes.rulePack.rulesStrings.47>
|
||||
|
||||
<Combat_Hit.rulePack.rulesStrings.0>logentry(p=0.3)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label].</Combat_Hit.rulePack.rulesStrings.0>
|
||||
<Combat_Hit.rulePack.rulesStrings.1>logentry(p=0.1)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label] [flavortextadverb].</Combat_Hit.rulePack.rulesStrings.1>
|
||||
<Combat_Hit.rulePack.rulesStrings.2>logentry(p=0.1)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label] [flavortextsituation].</Combat_Hit.rulePack.rulesStrings.2>
|
||||
<Combat_Hit.rulePack.rulesStrings.3>logentry(p=0.1)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label], [flavortextconsequence].</Combat_Hit.rulePack.rulesStrings.3>
|
||||
<Combat_Hit.rulePack.rulesStrings.4>logentry(p=0.4)->[initiator_nameShortDef], wielding [initiator_possessive] [weapon_label] [expertly], [flavortextadverb] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label].</Combat_Hit.rulePack.rulesStrings.4>
|
||||
<Combat_Hit.rulePack.rulesStrings.5>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets].</Combat_Hit.rulePack.rulesStrings.5>
|
||||
<Combat_Hit.rulePack.rulesStrings.6>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] [destroyed_suffix].</Combat_Hit.rulePack.rulesStrings.6>
|
||||
<Combat_Hit.rulePack.rulesStrings.7>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] [expertly].</Combat_Hit.rulePack.rulesStrings.7>
|
||||
<Combat_Hit.rulePack.rulesStrings.8>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] with [implement].</Combat_Hit.rulePack.rulesStrings.8>
|
||||
<Combat_Hit.rulePack.rulesStrings.9>result(p=1,recipient_part_damaged_count==0)->[destroyed_present] [recipient_possessive] [destroyed_targets]</Combat_Hit.rulePack.rulesStrings.9>
|
||||
<Combat_Hit.rulePack.rulesStrings.10>result(p=1,recipient_part_destroyed_count==0)->[maneuverresult_present] [recipient_possessive] [damaged_targets]</Combat_Hit.rulePack.rulesStrings.10>
|
||||
<Combat_Hit.rulePack.rulesStrings.11>result(p=1)->[destroyed_present] [recipient_possessive] [destroyed_targets] and [maneuverresult_present] [recipient_possessive] [damaged_targets]</Combat_Hit.rulePack.rulesStrings.11>
|
||||
<Combat_Hit.rulePack.rulesStrings.12>action(p=0.3)->[initiator_nameShortDef] hit [recipient_nameShortDef] with a [maneuver_inf] from [implement]</Combat_Hit.rulePack.rulesStrings.12>
|
||||
<Combat_Hit.rulePack.rulesStrings.13>action(p=0.3)->[initiator_nameShortDef] used [implement] to [maneuver_inf] [recipient_nameShortDef]</Combat_Hit.rulePack.rulesStrings.13>
|
||||
<Combat_Hit.rulePack.rulesStrings.14>action->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] with [implement]</Combat_Hit.rulePack.rulesStrings.14>
|
||||
<Combat_Hit.rulePack.rulesStrings.0>logentry(p=0.3)->[initiator_nameShortDef][maneuver_past][recipient_nameShortDef],击中了[recipient_part0_label]。</Combat_Hit.rulePack.rulesStrings.0>
|
||||
<Combat_Hit.rulePack.rulesStrings.1>logentry(p=0.1)->[initiator_nameShortDef][maneuver_past][recipient_nameShortDef],[flavortextadverb]击中了[recipient_part0_label]。</Combat_Hit.rulePack.rulesStrings.1>
|
||||
<Combat_Hit.rulePack.rulesStrings.2>logentry(p=0.1)->[initiator_nameShortDef][maneuver_past][recipient_nameShortDef],在[recipient_part0_label]上面[flavortextsituation]。</Combat_Hit.rulePack.rulesStrings.2>
|
||||
<Combat_Hit.rulePack.rulesStrings.3>logentry(p=0.1)->[initiator_nameShortDef][maneuver_past][recipient_nameShortDef]的[recipient_part0_label], [flavortextconsequence]。</Combat_Hit.rulePack.rulesStrings.3>
|
||||
<Combat_Hit.rulePack.rulesStrings.4>logentry(p=0.4)->[initiator_nameShortDef],使用[initiator_possessive][expertly][weapon_label],[flavortextadverb]在[recipient_nameShortDef]的 [recipient_part0_label]上[maneuver_past]。</Combat_Hit.rulePack.rulesStrings.4>
|
||||
<Combat_Hit.rulePack.rulesStrings.5>logentry(p=0.3)->[initiator_nameShortDef][destroyed_past][recipient_nameShortDef]的[destroyed_targets]。</Combat_Hit.rulePack.rulesStrings.5>
|
||||
<Combat_Hit.rulePack.rulesStrings.6>logentry(p=0.3)->[initiator_nameShortDef][destroyed_past][recipient_nameShortDef]的[destroyed_targets],成为[destroyed_suffix]。</Combat_Hit.rulePack.rulesStrings.6>
|
||||
<Combat_Hit.rulePack.rulesStrings.7>logentry(p=0.3)->[initiator_nameShortDef][expertly][destroyed_past][recipient_nameShortDef]的[destroyed_targets]。</Combat_Hit.rulePack.rulesStrings.7>
|
||||
<Combat_Hit.rulePack.rulesStrings.8>logentry(p=0.3)->[initiator_nameShortDef]用[implement][destroyed_past][recipient_nameShortDef]的[destroyed_targets]。</Combat_Hit.rulePack.rulesStrings.8>
|
||||
<Combat_Hit.rulePack.rulesStrings.9>result(p=1,recipient_part_damaged_count==0)->[destroyed_present][recipient_possessive][destroyed_targets]</Combat_Hit.rulePack.rulesStrings.9>
|
||||
<Combat_Hit.rulePack.rulesStrings.10>result(p=1,recipient_part_destroyed_count==0)->[maneuverresult_present][recipient_possessive][damaged_targets]</Combat_Hit.rulePack.rulesStrings.10>
|
||||
<Combat_Hit.rulePack.rulesStrings.11>result(p=1)->[destroyed_present][recipient_possessive][destroyed_targets]并且[maneuverresult_present][recipient_possessive][damaged_targets]</Combat_Hit.rulePack.rulesStrings.11>
|
||||
<Combat_Hit.rulePack.rulesStrings.12>action(p=0.3)->[initiator_nameShortDef]使用[implement][maneuver_inf][recipient_nameShortDef]</Combat_Hit.rulePack.rulesStrings.12>
|
||||
<Combat_Hit.rulePack.rulesStrings.13>action(p=0.3)->[initiator_nameShortDef]使用[implement]来[maneuver_inf][recipient_nameShortDef]</Combat_Hit.rulePack.rulesStrings.13>
|
||||
<Combat_Hit.rulePack.rulesStrings.14>action->[initiator_nameShortDef]以[implement][maneuver_past][recipient_nameShortDef]</Combat_Hit.rulePack.rulesStrings.14>
|
||||
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.0>action->[initiator_nameShortDef] [tried] to [maneuver_inf] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.0>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.1>action->[initiator_nameShortDef] [tried] to [maneuver_inf] [recipient_nameShortDef] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.1>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.2>action->[initiator_nameShortDef] [tried] to use [implement] to [maneuver_inf] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.2>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.3>action->[initiator_nameShortDef] swung [initiator_possessive] [weapon_label] at [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.3>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.4>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] [towardsat] [recipient_nameShortDef] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.4>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.5>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] [towardsat] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.5>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.6>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.6>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.7>towardsat->towards</Combat_FailIncludes.rulePack.rulesStrings.7>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.8>towardsat->at</Combat_FailIncludes.rulePack.rulesStrings.8>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.9>genericattackverb->swung</Combat_FailIncludes.rulePack.rulesStrings.9>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.10>genericattackverb->flailed</Combat_FailIncludes.rulePack.rulesStrings.10>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.11>genericattackverb->thrashed</Combat_FailIncludes.rulePack.rulesStrings.11>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.12>tried->tried</Combat_FailIncludes.rulePack.rulesStrings.12>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.13>tried->attempted</Combat_FailIncludes.rulePack.rulesStrings.13>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.0>action->[initiator_nameShortDef][tried][maneuver_inf][recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.0>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.1>action->[initiator_nameShortDef][tried]用[implement][maneuver_inf][recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.1>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.2>action->[initiator_nameShortDef][tried]使用[implement]来[maneuver_inf][recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.2>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.3>action->[initiator_nameShortDef]在[recipient_nameShortDef]面前,挥舞[initiator_possessive][weapon_label</Combat_FailIncludes.rulePack.rulesStrings.3>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.4>action(p=0.3)->[initiator_nameShortDef][genericattackverb]武器,将[implement][towardsat][recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.4>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.5>action(p=0.3)->[initiator_nameShortDef][genericattackverb]武器,[towardsat][recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.5>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.6>action(p=0.3)->[initiator_nameShortDef][genericattackverb][implement]</Combat_FailIncludes.rulePack.rulesStrings.6>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.7>towardsat->瞄向</Combat_FailIncludes.rulePack.rulesStrings.7>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.8>towardsat->对准</Combat_FailIncludes.rulePack.rulesStrings.8>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.9>genericattackverb->挥舞</Combat_FailIncludes.rulePack.rulesStrings.9>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.10>genericattackverb->舞动</Combat_FailIncludes.rulePack.rulesStrings.10>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.11>genericattackverb->亮出</Combat_FailIncludes.rulePack.rulesStrings.11>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.12>tried->尝试</Combat_FailIncludes.rulePack.rulesStrings.12>
|
||||
<Combat_FailIncludes.rulePack.rulesStrings.13>tried->企图</Combat_FailIncludes.rulePack.rulesStrings.13>
|
||||
|
||||
<Combat_Miss.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef] avoided [initiator_nameShortDef]'s [weapon_label] [maneuver_inf].</Combat_Miss.rulePack.rulesStrings.0>
|
||||
<Combat_Miss.rulePack.rulesStrings.1>logentry(p=0.2)->[initiator_nameShortDef] missed [recipient_nameShortDef] with a [maneuver_inf] from [implement].</Combat_Miss.rulePack.rulesStrings.1>
|
||||
<Combat_Miss.rulePack.rulesStrings.2>logentry(p=0.2)->[initiator_nameShortDef] [failtype] while trying to [maneuver_inf] [recipient_nameShortDef] with [implement].</Combat_Miss.rulePack.rulesStrings.2>
|
||||
<Combat_Miss.rulePack.rulesStrings.3>logentry(p=0.2)->[initiator_nameShortDef] [failtype] while trying to [maneuver_inf] [recipient_nameShortDef].</Combat_Miss.rulePack.rulesStrings.3>
|
||||
<Combat_Miss.rulePack.rulesStrings.4>logentry(p=0.2)->[initiator_nameShortDef] [failtype].</Combat_Miss.rulePack.rulesStrings.4>
|
||||
<Combat_Miss.rulePack.rulesStrings.5>failtype->stumbled</Combat_Miss.rulePack.rulesStrings.5>
|
||||
<Combat_Miss.rulePack.rulesStrings.6>failtype->tripped</Combat_Miss.rulePack.rulesStrings.6>
|
||||
<Combat_Miss.rulePack.rulesStrings.7>failtype->flailed</Combat_Miss.rulePack.rulesStrings.7>
|
||||
<Combat_Miss.rulePack.rulesStrings.8>failtype->floundered</Combat_Miss.rulePack.rulesStrings.8>
|
||||
<Combat_Miss.rulePack.rulesStrings.9>failtype->missed</Combat_Miss.rulePack.rulesStrings.9>
|
||||
<Combat_Miss.rulePack.rulesStrings.10>result->but missed</Combat_Miss.rulePack.rulesStrings.10>
|
||||
<Combat_Miss.rulePack.rulesStrings.11>result->but hit only air</Combat_Miss.rulePack.rulesStrings.11>
|
||||
<Combat_Miss.rulePack.rulesStrings.12>result->but the swing went wide</Combat_Miss.rulePack.rulesStrings.12>
|
||||
<Combat_Miss.rulePack.rulesStrings.13>result->but stumbled at the last second</Combat_Miss.rulePack.rulesStrings.13>
|
||||
<Combat_Miss.rulePack.rulesStrings.14>result->but hesitated at the last second</Combat_Miss.rulePack.rulesStrings.14>
|
||||
<Combat_Miss.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef]躲闪了[initiator_nameShortDef]的[weapon_label][maneuver_inf].</Combat_Miss.rulePack.rulesStrings.0>
|
||||
<Combat_Miss.rulePack.rulesStrings.1>logentry(p=0.2)->[initiator_nameShortDef]的[implement][maneuver_inf]没有命中[recipient_nameShortDef]。</Combat_Miss.rulePack.rulesStrings.1>
|
||||
<Combat_Miss.rulePack.rulesStrings.2>logentry(p=0.2)->在试图使用[implement][maneuver_inf][recipient_nameShortDef]时,[initiator_nameShortDef][failtype]。</Combat_Miss.rulePack.rulesStrings.2>
|
||||
<Combat_Miss.rulePack.rulesStrings.3>logentry(p=0.2)->在试图[maneuver_inf][recipient_nameShortDef]时,[initiator_nameShortDef][failtype]。</Combat_Miss.rulePack.rulesStrings.3>
|
||||
<Combat_Miss.rulePack.rulesStrings.4>logentry(p=0.2)->[initiator_nameShortDef][failtype].</Combat_Miss.rulePack.rulesStrings.4>
|
||||
<Combat_Miss.rulePack.rulesStrings.5>failtype->被绊倒</Combat_Miss.rulePack.rulesStrings.5>
|
||||
<Combat_Miss.rulePack.rulesStrings.6>failtype->摔倒了</Combat_Miss.rulePack.rulesStrings.6>
|
||||
<Combat_Miss.rulePack.rulesStrings.7>failtype->被打倒</Combat_Miss.rulePack.rulesStrings.7>
|
||||
<Combat_Miss.rulePack.rulesStrings.8>failtype->没有成功</Combat_Miss.rulePack.rulesStrings.8>
|
||||
<Combat_Miss.rulePack.rulesStrings.9>failtype->打偏了</Combat_Miss.rulePack.rulesStrings.9>
|
||||
<Combat_Miss.rulePack.rulesStrings.10>result->但是没偶命中</Combat_Miss.rulePack.rulesStrings.10>
|
||||
<Combat_Miss.rulePack.rulesStrings.11>result->但是打空了</Combat_Miss.rulePack.rulesStrings.11>
|
||||
<Combat_Miss.rulePack.rulesStrings.12>result->可是幅度太大了</Combat_Miss.rulePack.rulesStrings.12>
|
||||
<Combat_Miss.rulePack.rulesStrings.13>result->然而在最后一刻摔倒了</Combat_Miss.rulePack.rulesStrings.13>
|
||||
<Combat_Miss.rulePack.rulesStrings.14>result->却在最后一秒迟疑了</Combat_Miss.rulePack.rulesStrings.14>
|
||||
|
||||
<Combat_Dodge.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef] dodged [initiator_nameShortDef]'s [maneuver_inf] from [implement].</Combat_Dodge.rulePack.rulesStrings.0>
|
||||
<Combat_Dodge.rulePack.rulesStrings.1>logentry(p=0.2)->[recipient_nameShortDef] dodged [initiator_nameShortDef]'s [maneuver_inf].</Combat_Dodge.rulePack.rulesStrings.1>
|
||||
<Combat_Dodge.rulePack.rulesStrings.2>result->but [recipient_nameShortDef] leapt out of the way</Combat_Dodge.rulePack.rulesStrings.2>
|
||||
<Combat_Dodge.rulePack.rulesStrings.3>result->but was deceived by [recipient_nameShortDef]'s feint</Combat_Dodge.rulePack.rulesStrings.3>
|
||||
<Combat_Dodge.rulePack.rulesStrings.4>result->but the attack was cleverly avoided</Combat_Dodge.rulePack.rulesStrings.4>
|
||||
<Combat_Dodge.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef]躲闪了[initiator_nameShortDef][implement]的[maneuver_inf]。</Combat_Dodge.rulePack.rulesStrings.0>
|
||||
<Combat_Dodge.rulePack.rulesStrings.1>logentry(p=0.2)->[recipient_nameShortDef]躲闪了[initiator_nameShortDef]的[maneuver_inf]。</Combat_Dodge.rulePack.rulesStrings.1>
|
||||
<Combat_Dodge.rulePack.rulesStrings.2>result->但是[recipient_nameShortDef]跳跃闪开了</Combat_Dodge.rulePack.rulesStrings.2>
|
||||
<Combat_Dodge.rulePack.rulesStrings.3>result->却被[recipient_nameShortDef]的佯攻所欺骗</Combat_Dodge.rulePack.rulesStrings.3>
|
||||
<Combat_Dodge.rulePack.rulesStrings.4>result->然而攻击被聪明的避开了</Combat_Dodge.rulePack.rulesStrings.4>
|
||||
|
||||
<Combat_RangedIncludes.rulePack.rulesStrings.0>initiator_definite->[initiator_labelDefinite]</Combat_RangedIncludes.rulePack.rulesStrings.0>
|
||||
<Combat_RangedIncludes.rulePack.rulesStrings.1>initiator_definite->[initiator_nameShortDef]</Combat_RangedIncludes.rulePack.rulesStrings.1>
|
||||
@ -201,175 +201,175 @@
|
||||
<Combat_RangedIncludes.rulePack.rulesStrings.4>originalTarget_definite->[originalTarget_labelDefinite]</Combat_RangedIncludes.rulePack.rulesStrings.4>
|
||||
<Combat_RangedIncludes.rulePack.rulesStrings.5>originalTarget_definite->[originalTarget_nameShortDef]</Combat_RangedIncludes.rulePack.rulesStrings.5>
|
||||
|
||||
<Combat_RangedFire.rulePack.rulesStrings.0>logentry->[initiator_definite] [shotat] [recipient_definite] with [initiator_possessive] [weapon_label].</Combat_RangedFire.rulePack.rulesStrings.0>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.1>logentry->[initiator_definite] [shot] [initiator_possessive] [weapon_label] at [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.1>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.2>logentry->[initiator_definite] [shotat] [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.2>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.3>logentry->[initiator_definite] [shot_a] [weapon_projectile_label] [burst] at [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.3>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.4>logentry(recipient_missing==True)->[initiator_definite] [shot_a] [weapon_projectile_label].</Combat_RangedFire.rulePack.rulesStrings.4>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.5>logentry(recipient_missing==True)->[initiator_definite] [shot] [initiator_possessive] [weapon_label].</Combat_RangedFire.rulePack.rulesStrings.5>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.6>shot_a->[shotadverb] [shotverb] a</Combat_RangedFire.rulePack.rulesStrings.6>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.7>shot_a(p=2)->[shotverb] a</Combat_RangedFire.rulePack.rulesStrings.7>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.0>logentry->[initiator_definite][shot],[initiator_possessive][weapon_label][shotat][recipient_definite]。</Combat_RangedFire.rulePack.rulesStrings.0>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.1>logentry->[initiator_definite][shot],[initiator_possessive][weapon_label]击中了[recipient_definite]。</Combat_RangedFire.rulePack.rulesStrings.1>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.2>logentry->[initiator_definite][shotat][recipient_definite]。</Combat_RangedFire.rulePack.rulesStrings.2>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.3>logentry->[initiator_definite][shot_a][weapon_projectile_label][burst]击中了[recipient_definite]。</Combat_RangedFire.rulePack.rulesStrings.3>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.4>logentry(recipient_missing==True)->[initiator_definite][shot_a][weapon_projectile_label]。</Combat_RangedFire.rulePack.rulesStrings.4>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.5>logentry(recipient_missing==True)->[initiator_definite]用[initiator_possessive][weapon_label][shot]。</Combat_RangedFire.rulePack.rulesStrings.5>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.6>shot_a->[shotadverb][shotverb],打出一发</Combat_RangedFire.rulePack.rulesStrings.6>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.7>shot_a(p=2)->[shotverb],打出一发</Combat_RangedFire.rulePack.rulesStrings.7>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.8>shot(p=2)->[shotverb]</Combat_RangedFire.rulePack.rulesStrings.8>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.9>shot->[shotadverb] [shotverb]</Combat_RangedFire.rulePack.rulesStrings.9>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.10>shotat->shot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.10>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.11>shotat->[shotadverb] shot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.11>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.12>shotat(p=0.5)->tried to shoot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.12>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.13>shotat(p=0.3)->took a shot at</Combat_RangedFire.rulePack.rulesStrings.13>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.14>shotat(p=0.2)->took a [shotadjective] shot at</Combat_RangedFire.rulePack.rulesStrings.14>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.15>shotat->fired [aburst] at</Combat_RangedFire.rulePack.rulesStrings.15>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.16>shotat->fired [aburst] [shotadverb] at</Combat_RangedFire.rulePack.rulesStrings.16>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.17>shotat(p=0.5)->aimed and fired [aburst] at</Combat_RangedFire.rulePack.rulesStrings.17>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.18>shotat(p=0.3)->opened fire at</Combat_RangedFire.rulePack.rulesStrings.18>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.9>shot->[shotadverb][shotverb]</Combat_RangedFire.rulePack.rulesStrings.9>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.10>shotat->[aburst]命中</Combat_RangedFire.rulePack.rulesStrings.10>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.11>shotat->[aburst][shotadverb]击中</Combat_RangedFire.rulePack.rulesStrings.11>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.12>shotat(p=0.5)->尝试[aburst]射击</Combat_RangedFire.rulePack.rulesStrings.12>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.13>shotat(p=0.3)->射击</Combat_RangedFire.rulePack.rulesStrings.13>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.14>shotat(p=0.2)->[shotadjective]射击</Combat_RangedFire.rulePack.rulesStrings.14>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.15>shotat->[aburst]开火,命中</Combat_RangedFire.rulePack.rulesStrings.15>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.16>shotat->[aburst][shotadverb],击中</Combat_RangedFire.rulePack.rulesStrings.16>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.17>shotat(p=0.5)->瞄准,并且[aburst]射击</Combat_RangedFire.rulePack.rulesStrings.17>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.18>shotat(p=0.3)->火力全开,射击</Combat_RangedFire.rulePack.rulesStrings.18>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.19>aburst-></Combat_RangedFire.rulePack.rulesStrings.19>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.20>aburst(burst==True,p=3)->a burst</Combat_RangedFire.rulePack.rulesStrings.20>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.20>aburst(burst==True,p=3)->连续的</Combat_RangedFire.rulePack.rulesStrings.20>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.21>burst-></Combat_RangedFire.rulePack.rulesStrings.21>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.22>burst(burst==True,p=3)->burst</Combat_RangedFire.rulePack.rulesStrings.22>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.23>shotverb->shot</Combat_RangedFire.rulePack.rulesStrings.23>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.24>shotverb->fired</Combat_RangedFire.rulePack.rulesStrings.24>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.25>shotverb->discharged</Combat_RangedFire.rulePack.rulesStrings.25>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.26>shotadverb->carefully</Combat_RangedFire.rulePack.rulesStrings.26>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.27>shotadverb->quickly</Combat_RangedFire.rulePack.rulesStrings.27>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.28>shotadverb->precisely</Combat_RangedFire.rulePack.rulesStrings.28>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.29>shotadverb->deliberately</Combat_RangedFire.rulePack.rulesStrings.29>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.30>shotadverb->gingerly</Combat_RangedFire.rulePack.rulesStrings.30>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.31>shotadverb->precisely</Combat_RangedFire.rulePack.rulesStrings.31>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.32>shotadverb->warily</Combat_RangedFire.rulePack.rulesStrings.32>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.33>shotadjective->careful</Combat_RangedFire.rulePack.rulesStrings.33>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.34>shotadjective->quick</Combat_RangedFire.rulePack.rulesStrings.34>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.35>shotadjective->deliberate</Combat_RangedFire.rulePack.rulesStrings.35>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.36>shotadjective->precise</Combat_RangedFire.rulePack.rulesStrings.36>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.37>shotadjective->wary</Combat_RangedFire.rulePack.rulesStrings.37>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.22>burst(burst==True,p=3)->连续</Combat_RangedFire.rulePack.rulesStrings.22>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.23>shotverb->射击</Combat_RangedFire.rulePack.rulesStrings.23>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.24>shotverb->开火</Combat_RangedFire.rulePack.rulesStrings.24>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.25>shotverb->火力压制</Combat_RangedFire.rulePack.rulesStrings.25>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.26>shotadverb->小心的</Combat_RangedFire.rulePack.rulesStrings.26>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.27>shotadverb->突然的</Combat_RangedFire.rulePack.rulesStrings.27>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.28>shotadverb->精确的</Combat_RangedFire.rulePack.rulesStrings.28>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.29>shotadverb->慎重的</Combat_RangedFire.rulePack.rulesStrings.29>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.30>shotadverb->从容的</Combat_RangedFire.rulePack.rulesStrings.30>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.31>shotadverb->沉着的</Combat_RangedFire.rulePack.rulesStrings.31>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.32>shotadverb->谨慎的</Combat_RangedFire.rulePack.rulesStrings.32>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.33>shotadjective->小心</Combat_RangedFire.rulePack.rulesStrings.33>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.34>shotadjective->快速</Combat_RangedFire.rulePack.rulesStrings.34>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.35>shotadjective->从容</Combat_RangedFire.rulePack.rulesStrings.35>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.36>shotadjective->精确</Combat_RangedFire.rulePack.rulesStrings.36>
|
||||
<Combat_RangedFire.rulePack.rulesStrings.37>shotadjective->谨慎</Combat_RangedFire.rulePack.rulesStrings.37>
|
||||
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.0>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.0>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.1>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] [to] [destroyed_suffix].</Combat_RangedDamage.rulePack.rulesStrings.1>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.2>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] [expertly].</Combat_RangedDamage.rulePack.rulesStrings.2>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.3>logentry(p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and [destroyed_past] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.3>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.4>logentry(p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [destroyed_present] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.4>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.5>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.5>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.6>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] by [initiator_definite]'s [expert] [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.6>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.7>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] into [destroyed_suffix] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.7>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.8>logentry(recipient_partDestroyed_count==0)->[initiator_definite]'s [weapon_projectile_label] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.8>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.9>logentry(recipient_partDestroyed_count==0)->[initiator_definite]'s [weapon_projectile_label] [damaged_past] [recipient_definite]'s [damaged_targets] [expertly].</Combat_RangedDamage.rulePack.rulesStrings.9>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.10>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.10>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.11>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [damaged_present] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.11>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.12>logentry(recipient_partDestroyed_count==0)->[recipient_definite]'s [damaged_targets] was [damagedverb_past] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.12>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.13>logentry(recipient_partDestroyed_count==0)->[recipient_definite]'s [damaged_targets] was [damagedverb_past] by [initiator_definite]'s [expert] [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.13>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.14>logentry(p=3)->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] and [damaged_past] [recipient_possessive] [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.14>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.15>logentry(p=6)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [destroyed_present] [recipient_definite]'s [destroyed_targets] and [damaged_present] [recipient_possessive] [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.15>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.16>logentry(p=0.2)->[initiator_definite] hit [recipient_definite] with a [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.16>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.17>logentry(p=0.2)->[initiator_definite]'s [weapon_projectile_label] hit [recipient_definite].</Combat_RangedDamage.rulePack.rulesStrings.17>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.18>logentry(p=0.4)->[initiator_definite] [missed] [originalTarget_definite] and hit [recipient_definite] with a [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.18>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.19>logentry(p=0.4)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and hit [recipient_definite].</Combat_RangedDamage.rulePack.rulesStrings.19>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.20>logentry(p=0.2)->[initiator_definite] hit [recipient_definite] with a [weapon_projectile_label] intended for [originalTarget_definite].</Combat_RangedDamage.rulePack.rulesStrings.20>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.21>weapon_projectile_label(p=0.05)->shot</Combat_RangedDamage.rulePack.rulesStrings.21>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.22>destroyed_past->shattered</Combat_RangedDamage.rulePack.rulesStrings.22>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.23>destroyed_past->crushed</Combat_RangedDamage.rulePack.rulesStrings.23>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.24>destroyed_past->obliterated</Combat_RangedDamage.rulePack.rulesStrings.24>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.25>destroyed_past->annihilated</Combat_RangedDamage.rulePack.rulesStrings.25>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.26>destroyed_past->pierced</Combat_RangedDamage.rulePack.rulesStrings.26>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.27>destroyed_past->perforated</Combat_RangedDamage.rulePack.rulesStrings.27>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.28>destroyed_past->punctured</Combat_RangedDamage.rulePack.rulesStrings.28>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.29>destroyed_present->shattering</Combat_RangedDamage.rulePack.rulesStrings.29>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.30>destroyed_present->crushing</Combat_RangedDamage.rulePack.rulesStrings.30>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.31>destroyed_present->obliterating</Combat_RangedDamage.rulePack.rulesStrings.31>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.32>destroyed_present->annihilating</Combat_RangedDamage.rulePack.rulesStrings.32>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.33>destroyed_present->piercing</Combat_RangedDamage.rulePack.rulesStrings.33>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.34>destroyed_present->perforating</Combat_RangedDamage.rulePack.rulesStrings.34>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.35>destroyed_present->puncturing</Combat_RangedDamage.rulePack.rulesStrings.35>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.36>destroyed_suffix->pieces</Combat_RangedDamage.rulePack.rulesStrings.36>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.37>destroyed_suffix->bits</Combat_RangedDamage.rulePack.rulesStrings.37>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.38>destroyed_suffix->a fine mist</Combat_RangedDamage.rulePack.rulesStrings.38>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.39>destroyed_suffix->fragments</Combat_RangedDamage.rulePack.rulesStrings.39>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.40>destroyed_suffix(p=0.5)->a holey mess</Combat_RangedDamage.rulePack.rulesStrings.40>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.41>destroyed_suffix(p=0.2)->ground beef</Combat_RangedDamage.rulePack.rulesStrings.41>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.42>damaged_past->wounded</Combat_RangedDamage.rulePack.rulesStrings.42>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.43>damaged_past->injured</Combat_RangedDamage.rulePack.rulesStrings.43>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.44>damaged_past->pierced</Combat_RangedDamage.rulePack.rulesStrings.44>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.45>damaged_past->damaged</Combat_RangedDamage.rulePack.rulesStrings.45>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.46>damaged_past->shot</Combat_RangedDamage.rulePack.rulesStrings.46>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.47>damaged_present->wounding</Combat_RangedDamage.rulePack.rulesStrings.47>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.48>damaged_present->injuring</Combat_RangedDamage.rulePack.rulesStrings.48>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.49>damaged_present->piercing</Combat_RangedDamage.rulePack.rulesStrings.49>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.50>damaged_present->damaging</Combat_RangedDamage.rulePack.rulesStrings.50>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.51>damaged_present->shooting</Combat_RangedDamage.rulePack.rulesStrings.51>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.52>damaged_suffix->in an ugly fashion</Combat_RangedDamage.rulePack.rulesStrings.52>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.53>damaged_suffix->with visible blood</Combat_RangedDamage.rulePack.rulesStrings.53>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.54>damaged_suffix->with the flesh visible</Combat_RangedDamage.rulePack.rulesStrings.54>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.55>to->to</Combat_RangedDamage.rulePack.rulesStrings.55>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.56>to->into</Combat_RangedDamage.rulePack.rulesStrings.56>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.57>missed->missed</Combat_RangedDamage.rulePack.rulesStrings.57>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.58>missed->narrowly missed</Combat_RangedDamage.rulePack.rulesStrings.58>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.0>logentry->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.0>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.1>logentry->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets],[to][destroyed_suffix].</Combat_RangedDamage.rulePack.rulesStrings.1>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.2>logentry->[initiator_definite]的[weapon_projectile_label][expertly][destroyed_past][recipient_definite]的[destroyed_targets]。</Combat_RangedDamage.rulePack.rulesStrings.2>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.3>logentry(p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite]并且[destroyed_past] [recipient_definite]的[destroyed_targets]。</Combat_RangedDamage.rulePack.rulesStrings.3>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.4>logentry(p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],[destroyed_present][recipient_definite]的[destroyed_targets]。</Combat_RangedDamage.rulePack.rulesStrings.4>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.5>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的[weapon_projectile_label][destroyed_past]。</Combat_RangedDamage.rulePack.rulesStrings.5>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.6>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的[weapon_projectile_label][expert][destroyed_past]。</Combat_RangedDamage.rulePack.rulesStrings.6>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.7>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的 [weapon_projectile_label][destroyed_past],变成了[destroyed_suffix]。</Combat_RangedDamage.rulePack.rulesStrings.7>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.8>logentry(recipient_partDestroyed_count==0)->[initiator_definite]的[weapon_projectile_label][damaged_past][recipient_definite]的 [damaged_targets]。</Combat_RangedDamage.rulePack.rulesStrings.8>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.9>logentry(recipient_partDestroyed_count==0)->[initiator_definite]的[weapon_projectile_label][expertly][damaged_past][recipient_definite]的[damaged_targets]。</Combat_RangedDamage.rulePack.rulesStrings.9>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.10>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],并且[damaged_past][recipient_definite]的[damaged_targets]。</Combat_RangedDamage.rulePack.rulesStrings.10>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.11>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],[damaged_present][recipient_definite]的[damaged_targets]。</Combat_RangedDamage.rulePack.rulesStrings.11>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.12>logentry(recipient_partDestroyed_count==0)->[recipient_definite]的[damaged_targets]被[initiator_definite]的[weapon_projectile_label][damagedverb_past]。</Combat_RangedDamage.rulePack.rulesStrings.12>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.13>logentry(recipient_partDestroyed_count==0)->[recipient_definite]的[damaged_targets]被[initiator_definite]的[weapon_projectile_label][expert][damagedverb_past]。</Combat_RangedDamage.rulePack.rulesStrings.13>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.14>logentry(p=3)->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets],并且[damaged_past][recipient_possessive][damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.14>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.15>logentry(p=6)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],[destroyed_present][recipient_definite]的 [destroyed_targets],并且[damaged_present][recipient_possessive][damaged_targets]。</Combat_RangedDamage.rulePack.rulesStrings.15>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.16>logentry(p=0.2)->[initiator_definite]用一个[weapon_projectile_label]打击了[recipient_definite]。</Combat_RangedDamage.rulePack.rulesStrings.16>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.17>logentry(p=0.2)->[initiator_definite]的[weapon_projectile_label]命中了[recipient_definite]。</Combat_RangedDamage.rulePack.rulesStrings.17>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.18>logentry(p=0.4)->[initiator_definite][missed][originalTarget_definite],然而[weapon_projectile_label]击中了[recipient_definite]。</Combat_RangedDamage.rulePack.rulesStrings.18>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.19>logentry(p=0.4)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],但是命中了[recipient_definite].</Combat_RangedDamage.rulePack.rulesStrings.19>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.20>logentry(p=0.2)->[initiator_definite]用[weapon_projectile_label]瞄准[originalTarget_definite],并且击中[recipient_definite]。</Combat_RangedDamage.rulePack.rulesStrings.20>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.21>weapon_projectile_label(p=0.05)->射击</Combat_RangedDamage.rulePack.rulesStrings.21>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.22>destroyed_past->击碎了</Combat_RangedDamage.rulePack.rulesStrings.22>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.23>destroyed_past->打倒了</Combat_RangedDamage.rulePack.rulesStrings.23>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.24>destroyed_past->毁灭了</Combat_RangedDamage.rulePack.rulesStrings.24>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.25>destroyed_past->击倒了</Combat_RangedDamage.rulePack.rulesStrings.25>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.26>destroyed_past->贯穿了</Combat_RangedDamage.rulePack.rulesStrings.26>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.27>destroyed_past->打穿了</Combat_RangedDamage.rulePack.rulesStrings.27>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.28>destroyed_past->击穿了</Combat_RangedDamage.rulePack.rulesStrings.28>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.29>destroyed_present->击碎</Combat_RangedDamage.rulePack.rulesStrings.29>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.30>destroyed_present->打倒</Combat_RangedDamage.rulePack.rulesStrings.30>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.31>destroyed_present->毁灭</Combat_RangedDamage.rulePack.rulesStrings.31>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.32>destroyed_present->击倒</Combat_RangedDamage.rulePack.rulesStrings.32>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.33>destroyed_present->贯穿</Combat_RangedDamage.rulePack.rulesStrings.33>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.34>destroyed_present->打穿</Combat_RangedDamage.rulePack.rulesStrings.34>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.35>destroyed_present->击穿</Combat_RangedDamage.rulePack.rulesStrings.35>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.36>destroyed_suffix->好几块</Combat_RangedDamage.rulePack.rulesStrings.36>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.37>destroyed_suffix->粉末</Combat_RangedDamage.rulePack.rulesStrings.37>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.38>destroyed_suffix->一团雾</Combat_RangedDamage.rulePack.rulesStrings.38>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.39>destroyed_suffix->碎片</Combat_RangedDamage.rulePack.rulesStrings.39>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.40>destroyed_suffix(p=0.5)->一个蜂窝</Combat_RangedDamage.rulePack.rulesStrings.40>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.41>destroyed_suffix(p=0.2)->肉馅</Combat_RangedDamage.rulePack.rulesStrings.41>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.42>damaged_past->射伤了</Combat_RangedDamage.rulePack.rulesStrings.42>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.43>damaged_past->伤害了</Combat_RangedDamage.rulePack.rulesStrings.43>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.44>damaged_past->贯穿了</Combat_RangedDamage.rulePack.rulesStrings.44>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.45>damaged_past->伤害了</Combat_RangedDamage.rulePack.rulesStrings.45>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.46>damaged_past->击中了</Combat_RangedDamage.rulePack.rulesStrings.46>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.47>damaged_present->射伤</Combat_RangedDamage.rulePack.rulesStrings.47>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.48>damaged_present->伤害</Combat_RangedDamage.rulePack.rulesStrings.48>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.49>damaged_present->贯穿</Combat_RangedDamage.rulePack.rulesStrings.49>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.50>damaged_present->伤害</Combat_RangedDamage.rulePack.rulesStrings.50>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.51>damaged_present->击中</Combat_RangedDamage.rulePack.rulesStrings.51>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.52>damaged_suffix->面目全非</Combat_RangedDamage.rulePack.rulesStrings.52>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.53>damaged_suffix->鲜血四溅</Combat_RangedDamage.rulePack.rulesStrings.53>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.54>damaged_suffix->满目疮痍</Combat_RangedDamage.rulePack.rulesStrings.54>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.55>to->将其变得</Combat_RangedDamage.rulePack.rulesStrings.55>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.56>to->使之变成</Combat_RangedDamage.rulePack.rulesStrings.56>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.57>missed->没有命中</Combat_RangedDamage.rulePack.rulesStrings.57>
|
||||
<Combat_RangedDamage.rulePack.rulesStrings.58>missed->射偏了</Combat_RangedDamage.rulePack.rulesStrings.58>
|
||||
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.0>logentry->[initiator_definite]'s [weapon_projectile_label] [missed].</Combat_RangedMiss.rulePack.rulesStrings.0>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.1>logentry->[initiator_definite] missed [originalTarget_definite].</Combat_RangedMiss.rulePack.rulesStrings.1>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.2>logentry->[originalTarget_definite] [avoidance], [initiator_definite]'s [weapon_projectile_label] [missing].</Combat_RangedMiss.rulePack.rulesStrings.2>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.3>missed(p=4)->missed</Combat_RangedMiss.rulePack.rulesStrings.3>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.4>missed(p=2)->missed by a small margin</Combat_RangedMiss.rulePack.rulesStrings.4>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.5>missed(p=2)->missed by a wide margin</Combat_RangedMiss.rulePack.rulesStrings.5>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.6>missed->went wide</Combat_RangedMiss.rulePack.rulesStrings.6>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.7>missed->flew into the air</Combat_RangedMiss.rulePack.rulesStrings.7>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.8>missed->flew high into the air</Combat_RangedMiss.rulePack.rulesStrings.8>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.9>missed->dug into the ground</Combat_RangedMiss.rulePack.rulesStrings.9>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.10>missed->caromed off [originalTarget_definite]'s cover</Combat_RangedMiss.rulePack.rulesStrings.10>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.11>missed->skipped off the ground and was lost</Combat_RangedMiss.rulePack.rulesStrings.11>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.12>missed->dug a divot out of the ground</Combat_RangedMiss.rulePack.rulesStrings.12>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.13>missed(p=0.2)->passed within millimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.13>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.14>missed->passed within centimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.14>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.15>missed->passed within a meter of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.15>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.16>missed->was blown offcourse</Combat_RangedMiss.rulePack.rulesStrings.16>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.17>missing->missing</Combat_RangedMiss.rulePack.rulesStrings.17>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.18>missing->missing by a small margin</Combat_RangedMiss.rulePack.rulesStrings.18>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.19>missing->missing by a wide margin</Combat_RangedMiss.rulePack.rulesStrings.19>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.20>missing->going wide</Combat_RangedMiss.rulePack.rulesStrings.20>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.21>missing->flying into the air</Combat_RangedMiss.rulePack.rulesStrings.21>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.22>missing->flying high into the air</Combat_RangedMiss.rulePack.rulesStrings.22>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.23>missing->digging into the ground</Combat_RangedMiss.rulePack.rulesStrings.23>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.24>missing->skipping off the ground and becoming lost</Combat_RangedMiss.rulePack.rulesStrings.24>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.25>missing->digging a divot out of the ground</Combat_RangedMiss.rulePack.rulesStrings.25>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.26>missing(p=0.2)->passing within millimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.26>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.27>missing->passing within centimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.27>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.28>missing->passing within a meter of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.28>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.29>missing->blowing offcourse</Combat_RangedMiss.rulePack.rulesStrings.29>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.30>avoidance->jerked aside at the last second</Combat_RangedMiss.rulePack.rulesStrings.30>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.31>avoidance->stumbled in an attempt to escape</Combat_RangedMiss.rulePack.rulesStrings.31>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.32>avoidance->threw [originalTarget_objective]self to the ground</Combat_RangedMiss.rulePack.rulesStrings.32>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.33>avoidance(p=0.3)->ducked behind the nearest piece of cover</Combat_RangedMiss.rulePack.rulesStrings.33>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.34>avoidance(p=0.3)->leaped behind the nearest piece of cover</Combat_RangedMiss.rulePack.rulesStrings.34>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.0>logentry->[initiator_definite]的[weapon_projectile_label][missed]。</Combat_RangedMiss.rulePack.rulesStrings.0>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.1>logentry->[initiator_definite]没射中[originalTarget_definite]。</Combat_RangedMiss.rulePack.rulesStrings.1>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.2>logentry->[originalTarget_definite]的[avoidance]导致[initiator_definite]的[weapon_projectile_label][missing]。</Combat_RangedMiss.rulePack.rulesStrings.2>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.3>missed(p=4)->射偏了</Combat_RangedMiss.rulePack.rulesStrings.3>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.4>missed(p=2)->差之毫厘</Combat_RangedMiss.rulePack.rulesStrings.4>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.5>missed(p=2)->偏出太多</Combat_RangedMiss.rulePack.rulesStrings.5>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.6>missed->脱靶了</Combat_RangedMiss.rulePack.rulesStrings.6>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.7>missed->打到了空气中</Combat_RangedMiss.rulePack.rulesStrings.7>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.8>missed->射向了天空</Combat_RangedMiss.rulePack.rulesStrings.8>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.9>missed->打到了地上</Combat_RangedMiss.rulePack.rulesStrings.9>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.10>missed->被[originalTarget_definite]弹开</Combat_RangedMiss.rulePack.rulesStrings.10>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.11>missed->不知打到了哪里</Combat_RangedMiss.rulePack.rulesStrings.11>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.12>missed->将地上的草皮掀开</Combat_RangedMiss.rulePack.rulesStrings.12>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.13>missed(p=0.2)->与[originalTarget_definite]擦身而过</Combat_RangedMiss.rulePack.rulesStrings.13>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.14>missed->与[originalTarget_definite]差之毫厘</Combat_RangedMiss.rulePack.rulesStrings.14>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.15>missed->偏出[originalTarget_definite]很多</Combat_RangedMiss.rulePack.rulesStrings.15>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.16>missed->没打中目标</Combat_RangedMiss.rulePack.rulesStrings.16>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.17>missing->未命中</Combat_RangedMiss.rulePack.rulesStrings.17>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.18>missing->差之毫厘</Combat_RangedMiss.rulePack.rulesStrings.18>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.19>missing->偏出太多</Combat_RangedMiss.rulePack.rulesStrings.19>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.20>missing->脱离了目标</Combat_RangedMiss.rulePack.rulesStrings.20>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.21>missing->打到了空气</Combat_RangedMiss.rulePack.rulesStrings.21>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.22>missing->射向了天空</Combat_RangedMiss.rulePack.rulesStrings.22>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.23>missing->打到了地上</Combat_RangedMiss.rulePack.rulesStrings.23>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.24>missing->不知打到了哪里</Combat_RangedMiss.rulePack.rulesStrings.24>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.25>missing->将地上的草皮掀开</Combat_RangedMiss.rulePack.rulesStrings.25>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.26>missing(p=0.2)->与[originalTarget_definite]擦身而过</Combat_RangedMiss.rulePack.rulesStrings.26>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.27>missing->与[originalTarget_definite]差之毫厘</Combat_RangedMiss.rulePack.rulesStrings.27>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.28>missing->偏出[originalTarget_definite]很多</Combat_RangedMiss.rulePack.rulesStrings.28>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.29>missing->没打中目标</Combat_RangedMiss.rulePack.rulesStrings.29>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.30>avoidance->千钧一发的闪避</Combat_RangedMiss.rulePack.rulesStrings.30>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.31>avoidance->左右平移的游走</Combat_RangedMiss.rulePack.rulesStrings.31>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.32>avoidance->[originalTarget_objective]突然伏地</Combat_RangedMiss.rulePack.rulesStrings.32>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.33>avoidance(p=0.3)->躲到了掩体后面</Combat_RangedMiss.rulePack.rulesStrings.33>
|
||||
<Combat_RangedMiss.rulePack.rulesStrings.34>avoidance(p=0.3)->疾跑到掩体后面</Combat_RangedMiss.rulePack.rulesStrings.34>
|
||||
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.0>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.0>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.1>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.1>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.2>prefix->The [blast] [fromof] [initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.2>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.3>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.3>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.4>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.4>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.5>prefix->The [blast] [fromof] [initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.5>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.6>prefix->[initiator_definite]'s [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.6>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.7>prefix->[initiator_definite]'s [weapon_projectile_label] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.7>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.8>prefix->[initiator_definite]'s [mortarshell] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.8>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.9>prefix->[initiator_definite]'s [weapon_label] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.9>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.10>prefix->[initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.10>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.11>prefix->[initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.11>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.12>prefix->[initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.12>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.13>logentry->[prefix] [injured] [recipient_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.13>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.14>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.14>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.15>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets] [flavortextadverb].</Combat_ExplosionImpact.rulePack.rulesStrings.15>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.16>logentry->[prefix] [flavortextadverb] [destroyed] [recipient_definite]'s [destroyed_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.16>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.17>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets] and [damaged_past] [recipient_possessive] [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.17>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.18>logentry(recipient_part_destroyed_count==0)->[prefix] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.18>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.19>logentry(recipient_part_destroyed_count==0)->[prefix] [damaged_past] [recipient_definite]'s [damaged_targets] [flavortextadverb].</Combat_ExplosionImpact.rulePack.rulesStrings.19>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.20>logentry(recipient_part_destroyed_count==0)->[prefix] [flavortextadverb] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.20>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.21>logentry->[recipient_definite] was [damaged_past] by [initiator_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.21>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.22>logentry->[recipient_definite] was [damaged_past] [flavortextadverb] by [initiator_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.22>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.23>logentry->[recipient_definite] was [damaged_past].</Combat_ExplosionImpact.rulePack.rulesStrings.23>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.24>blast->explosion</Combat_ExplosionImpact.rulePack.rulesStrings.24>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.25>blast->blast</Combat_ExplosionImpact.rulePack.rulesStrings.25>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.26>blast->shockwave</Combat_ExplosionImpact.rulePack.rulesStrings.26>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.27>blast->detonation</Combat_ExplosionImpact.rulePack.rulesStrings.27>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.28>blast->discharge</Combat_ExplosionImpact.rulePack.rulesStrings.28>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.29>blast->impact</Combat_ExplosionImpact.rulePack.rulesStrings.29>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.30>fromof->from</Combat_ExplosionImpact.rulePack.rulesStrings.30>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.31>fromof->of</Combat_ExplosionImpact.rulePack.rulesStrings.31>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.32>fromof->from</Combat_ExplosionImpact.rulePack.rulesStrings.32>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.33>fromof->of</Combat_ExplosionImpact.rulePack.rulesStrings.33>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.0>prefix->[initiator_definite]的[weapon_projectile_label][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.0>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.1>prefix->[initiator_definite]的[weapon_label][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.1>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.2>prefix->[initiator_definite]的[mortarshell][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.2>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.3>prefix->[initiator_definite]的[weapon_projectile_label][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.3>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.4>prefix->[initiator_definite]的[weapon_label][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.4>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.5>prefix->[initiator_definite]的[mortarshell][fromof][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.5>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.6>prefix->[initiator_definite]的[blast]</Combat_ExplosionImpact.rulePack.rulesStrings.6>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.7>prefix->[initiator_definite]的[weapon_projectile_label][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.7>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.8>prefix->[initiator_definite]的[mortarshell][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.8>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.9>prefix->[initiator_definite]的[weapon_label][blast]</Combat_ExplosionImpact.rulePack.rulesStrings.9>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.10>prefix->[initiator_definite]的[weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.10>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.11>prefix->[initiator_definite]的[mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.11>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.12>prefix->[initiator_definite]的[weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.12>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.13>logentry->[prefix][injured][recipient_definite]。</Combat_ExplosionImpact.rulePack.rulesStrings.13>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.14>logentry->[prefix][destroyed][recipient_definite]的[destroyed_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.14>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.15>logentry->[prefix][flavortextadverb][destroyed][recipient_definite]的[destroyed_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.15>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.16>logentry->[prefix][flavortextadverb][destroyed][recipient_definite]的[destroyed_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.16>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.17>logentry->[prefix][destroyed][recipient_definite]的[destroyed_targets]并且[damaged_past][recipient_possessive][damaged_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.17>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.18>logentry(recipient_part_destroyed_count==0)->[prefix][damaged_past][recipient_definite]的[damaged_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.18>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.19>logentry(recipient_part_destroyed_count==0)->[prefix][flavortextadverb][damaged_past][recipient_definite]的[damaged_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.19>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.20>logentry(recipient_part_destroyed_count==0)->[prefix][flavortextadverb][damaged_past][recipient_definite]的[damaged_targets]。</Combat_ExplosionImpact.rulePack.rulesStrings.20>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.21>logentry->[recipient_definite]已经被[initiator_definite][damaged_past]。</Combat_ExplosionImpact.rulePack.rulesStrings.21>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.22>logentry->[recipient_definite]已经被[initiator_definite][flavortextadverb][damaged_past] 。</Combat_ExplosionImpact.rulePack.rulesStrings.22>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.23>logentry->[recipient_definite]已经被[damaged_past]。</Combat_ExplosionImpact.rulePack.rulesStrings.23>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.24>blast->爆炸</Combat_ExplosionImpact.rulePack.rulesStrings.24>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.25>blast->冲击波</Combat_ExplosionImpact.rulePack.rulesStrings.25>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.26>blast->余波</Combat_ExplosionImpact.rulePack.rulesStrings.26>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.27>blast->震荡波</Combat_ExplosionImpact.rulePack.rulesStrings.27>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.28>blast->破坏力</Combat_ExplosionImpact.rulePack.rulesStrings.28>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.29>blast->压力</Combat_ExplosionImpact.rulePack.rulesStrings.29>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.30>fromof->释放的</Combat_ExplosionImpact.rulePack.rulesStrings.30>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.31>fromof->发出的</Combat_ExplosionImpact.rulePack.rulesStrings.31>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.32>fromof->释放的</Combat_ExplosionImpact.rulePack.rulesStrings.32>
|
||||
<Combat_ExplosionImpact.rulePack.rulesStrings.33>fromof->发出的</Combat_ExplosionImpact.rulePack.rulesStrings.33>
|
||||
|
||||
|
||||
</LanguageData>
|
@ -1,74 +1,74 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<Damage_Bomb.rulePack.rulesStrings.0>damaged_past(p=2)->blasted</Damage_Bomb.rulePack.rulesStrings.0>
|
||||
<Damage_Bomb.rulePack.rulesStrings.1>damaged_past(p=2)->exploded</Damage_Bomb.rulePack.rulesStrings.1>
|
||||
<Damage_Bomb.rulePack.rulesStrings.2>damaged_past->injured</Damage_Bomb.rulePack.rulesStrings.2>
|
||||
<Damage_Bomb.rulePack.rulesStrings.3>damaged_past->damaged</Damage_Bomb.rulePack.rulesStrings.3>
|
||||
<Damage_Bomb.rulePack.rulesStrings.4>damaged_past->wounded</Damage_Bomb.rulePack.rulesStrings.4>
|
||||
<Damage_Bomb.rulePack.rulesStrings.5>damaged_past->hurt</Damage_Bomb.rulePack.rulesStrings.5>
|
||||
<Damage_Bomb.rulePack.rulesStrings.6>destroyed->shattered</Damage_Bomb.rulePack.rulesStrings.6>
|
||||
<Damage_Bomb.rulePack.rulesStrings.7>destroyed->crushed</Damage_Bomb.rulePack.rulesStrings.7>
|
||||
<Damage_Bomb.rulePack.rulesStrings.8>destroyed->obliterated</Damage_Bomb.rulePack.rulesStrings.8>
|
||||
<Damage_Bomb.rulePack.rulesStrings.9>destroyed->annihilated</Damage_Bomb.rulePack.rulesStrings.9>
|
||||
<Damage_Bomb.rulePack.rulesStrings.10>destroyed->detonated</Damage_Bomb.rulePack.rulesStrings.10>
|
||||
<Damage_Bomb.rulePack.rulesStrings.0>damaged_past(p=2)->冲击了</Damage_Bomb.rulePack.rulesStrings.0>
|
||||
<Damage_Bomb.rulePack.rulesStrings.1>damaged_past(p=2)->爆破了</Damage_Bomb.rulePack.rulesStrings.1>
|
||||
<Damage_Bomb.rulePack.rulesStrings.2>damaged_past->伤害了</Damage_Bomb.rulePack.rulesStrings.2>
|
||||
<Damage_Bomb.rulePack.rulesStrings.3>damaged_past->破坏了</Damage_Bomb.rulePack.rulesStrings.3>
|
||||
<Damage_Bomb.rulePack.rulesStrings.4>damaged_past->炸伤了</Damage_Bomb.rulePack.rulesStrings.4>
|
||||
<Damage_Bomb.rulePack.rulesStrings.5>damaged_past->震伤了</Damage_Bomb.rulePack.rulesStrings.5>
|
||||
<Damage_Bomb.rulePack.rulesStrings.6>destroyed->被击碎</Damage_Bomb.rulePack.rulesStrings.6>
|
||||
<Damage_Bomb.rulePack.rulesStrings.7>destroyed->破裂了</Damage_Bomb.rulePack.rulesStrings.7>
|
||||
<Damage_Bomb.rulePack.rulesStrings.8>destroyed->被打断</Damage_Bomb.rulePack.rulesStrings.8>
|
||||
<Damage_Bomb.rulePack.rulesStrings.9>destroyed->被打坏</Damage_Bomb.rulePack.rulesStrings.9>
|
||||
<Damage_Bomb.rulePack.rulesStrings.10>destroyed->被打爆</Damage_Bomb.rulePack.rulesStrings.10>
|
||||
|
||||
<Damage_Flame.rulePack.rulesStrings.0>damaged_past(p=2)->blasted</Damage_Flame.rulePack.rulesStrings.0>
|
||||
<Damage_Flame.rulePack.rulesStrings.1>damaged_past(p=2)->scorched</Damage_Flame.rulePack.rulesStrings.1>
|
||||
<Damage_Flame.rulePack.rulesStrings.2>damaged_past(p=2)->burned</Damage_Flame.rulePack.rulesStrings.2>
|
||||
<Damage_Flame.rulePack.rulesStrings.3>damaged_past(p=2)->blistered</Damage_Flame.rulePack.rulesStrings.3>
|
||||
<Damage_Flame.rulePack.rulesStrings.4>damaged_past(p=2)->ignited</Damage_Flame.rulePack.rulesStrings.4>
|
||||
<Damage_Flame.rulePack.rulesStrings.5>damaged_past(p=2)->seared</Damage_Flame.rulePack.rulesStrings.5>
|
||||
<Damage_Flame.rulePack.rulesStrings.6>damaged_past->injured</Damage_Flame.rulePack.rulesStrings.6>
|
||||
<Damage_Flame.rulePack.rulesStrings.7>damaged_past->damaged</Damage_Flame.rulePack.rulesStrings.7>
|
||||
<Damage_Flame.rulePack.rulesStrings.8>damaged_past->wounded</Damage_Flame.rulePack.rulesStrings.8>
|
||||
<Damage_Flame.rulePack.rulesStrings.9>damaged_past->hurt</Damage_Flame.rulePack.rulesStrings.9>
|
||||
<Damage_Flame.rulePack.rulesStrings.10>destroyed->cremated</Damage_Flame.rulePack.rulesStrings.10>
|
||||
<Damage_Flame.rulePack.rulesStrings.11>destroyed->incinerated</Damage_Flame.rulePack.rulesStrings.11>
|
||||
<Damage_Flame.rulePack.rulesStrings.12>destroyed->charred</Damage_Flame.rulePack.rulesStrings.12>
|
||||
<Damage_Flame.rulePack.rulesStrings.13>destroyed->obliterated</Damage_Flame.rulePack.rulesStrings.13>
|
||||
<Damage_Flame.rulePack.rulesStrings.14>destroyed->annihilated</Damage_Flame.rulePack.rulesStrings.14>
|
||||
<Damage_Flame.rulePack.rulesStrings.15>destroyed->detonated</Damage_Flame.rulePack.rulesStrings.15>
|
||||
<Damage_Flame.rulePack.rulesStrings.16>damaged_present->injuring</Damage_Flame.rulePack.rulesStrings.16>
|
||||
<Damage_Flame.rulePack.rulesStrings.17>damaged_present->damaging</Damage_Flame.rulePack.rulesStrings.17>
|
||||
<Damage_Flame.rulePack.rulesStrings.18>damaged_present->wounding</Damage_Flame.rulePack.rulesStrings.18>
|
||||
<Damage_Flame.rulePack.rulesStrings.19>damaged_present->hurting</Damage_Flame.rulePack.rulesStrings.19>
|
||||
<Damage_Flame.rulePack.rulesStrings.20>destroyed_past->cremated</Damage_Flame.rulePack.rulesStrings.20>
|
||||
<Damage_Flame.rulePack.rulesStrings.21>destroyed_past->incinerated</Damage_Flame.rulePack.rulesStrings.21>
|
||||
<Damage_Flame.rulePack.rulesStrings.22>destroyed_past->charred</Damage_Flame.rulePack.rulesStrings.22>
|
||||
<Damage_Flame.rulePack.rulesStrings.23>destroyed_past->obliterated</Damage_Flame.rulePack.rulesStrings.23>
|
||||
<Damage_Flame.rulePack.rulesStrings.24>destroyed_past->annihilated</Damage_Flame.rulePack.rulesStrings.24>
|
||||
<Damage_Flame.rulePack.rulesStrings.25>destroyed_past->detonated</Damage_Flame.rulePack.rulesStrings.25>
|
||||
<Damage_Flame.rulePack.rulesStrings.26>destroyed_present->cremating</Damage_Flame.rulePack.rulesStrings.26>
|
||||
<Damage_Flame.rulePack.rulesStrings.27>destroyed_present->incinerating</Damage_Flame.rulePack.rulesStrings.27>
|
||||
<Damage_Flame.rulePack.rulesStrings.28>destroyed_present->charring</Damage_Flame.rulePack.rulesStrings.28>
|
||||
<Damage_Flame.rulePack.rulesStrings.29>destroyed_present->obliterating</Damage_Flame.rulePack.rulesStrings.29>
|
||||
<Damage_Flame.rulePack.rulesStrings.30>destroyed_present->annihilating</Damage_Flame.rulePack.rulesStrings.30>
|
||||
<Damage_Flame.rulePack.rulesStrings.31>destroyed_present->detonating</Damage_Flame.rulePack.rulesStrings.31>
|
||||
<Damage_Flame.rulePack.rulesStrings.0>damaged_past(p=2)->波及</Damage_Flame.rulePack.rulesStrings.0>
|
||||
<Damage_Flame.rulePack.rulesStrings.1>damaged_past(p=2)->烧焦</Damage_Flame.rulePack.rulesStrings.1>
|
||||
<Damage_Flame.rulePack.rulesStrings.2>damaged_past(p=2)->燃烧</Damage_Flame.rulePack.rulesStrings.2>
|
||||
<Damage_Flame.rulePack.rulesStrings.3>damaged_past(p=2)->点燃</Damage_Flame.rulePack.rulesStrings.3>
|
||||
<Damage_Flame.rulePack.rulesStrings.4>damaged_past(p=2)->烤焦</Damage_Flame.rulePack.rulesStrings.4>
|
||||
<Damage_Flame.rulePack.rulesStrings.5>damaged_past(p=2)->烧糊</Damage_Flame.rulePack.rulesStrings.5>
|
||||
<Damage_Flame.rulePack.rulesStrings.6>damaged_past->击伤</Damage_Flame.rulePack.rulesStrings.6>
|
||||
<Damage_Flame.rulePack.rulesStrings.7>damaged_past->破坏</Damage_Flame.rulePack.rulesStrings.7>
|
||||
<Damage_Flame.rulePack.rulesStrings.8>damaged_past->流血</Damage_Flame.rulePack.rulesStrings.8>
|
||||
<Damage_Flame.rulePack.rulesStrings.9>damaged_past->伤害</Damage_Flame.rulePack.rulesStrings.9>
|
||||
<Damage_Flame.rulePack.rulesStrings.10>destroyed->被烧成灰烬</Damage_Flame.rulePack.rulesStrings.10>
|
||||
<Damage_Flame.rulePack.rulesStrings.11>destroyed->被烧毁</Damage_Flame.rulePack.rulesStrings.11>
|
||||
<Damage_Flame.rulePack.rulesStrings.12>destroyed->被烧焦</Damage_Flame.rulePack.rulesStrings.12>
|
||||
<Damage_Flame.rulePack.rulesStrings.13>destroyed->被烧坏</Damage_Flame.rulePack.rulesStrings.13>
|
||||
<Damage_Flame.rulePack.rulesStrings.14>destroyed->被烧毁</Damage_Flame.rulePack.rulesStrings.14>
|
||||
<Damage_Flame.rulePack.rulesStrings.15>destroyed->被打爆</Damage_Flame.rulePack.rulesStrings.15>
|
||||
<Damage_Flame.rulePack.rulesStrings.16>damaged_present->破坏</Damage_Flame.rulePack.rulesStrings.16>
|
||||
<Damage_Flame.rulePack.rulesStrings.17>damaged_present->毁灭</Damage_Flame.rulePack.rulesStrings.17>
|
||||
<Damage_Flame.rulePack.rulesStrings.18>damaged_present->伤害</Damage_Flame.rulePack.rulesStrings.18>
|
||||
<Damage_Flame.rulePack.rulesStrings.19>damaged_present->损坏</Damage_Flame.rulePack.rulesStrings.19>
|
||||
<Damage_Flame.rulePack.rulesStrings.20>destroyed_past->烧成灰烬了</Damage_Flame.rulePack.rulesStrings.20>
|
||||
<Damage_Flame.rulePack.rulesStrings.21>destroyed_past->燃烧殆尽了</Damage_Flame.rulePack.rulesStrings.21>
|
||||
<Damage_Flame.rulePack.rulesStrings.22>destroyed_past->烧毁了</Damage_Flame.rulePack.rulesStrings.22>
|
||||
<Damage_Flame.rulePack.rulesStrings.23>destroyed_past->烧坏了</Damage_Flame.rulePack.rulesStrings.23>
|
||||
<Damage_Flame.rulePack.rulesStrings.24>destroyed_past->烧焦了</Damage_Flame.rulePack.rulesStrings.24>
|
||||
<Damage_Flame.rulePack.rulesStrings.25>destroyed_past->打爆了</Damage_Flame.rulePack.rulesStrings.25>
|
||||
<Damage_Flame.rulePack.rulesStrings.26>destroyed_present->燃烧殆尽</Damage_Flame.rulePack.rulesStrings.26>
|
||||
<Damage_Flame.rulePack.rulesStrings.27>destroyed_present->烧成灰烬</Damage_Flame.rulePack.rulesStrings.27>
|
||||
<Damage_Flame.rulePack.rulesStrings.28>destroyed_present->烧焦</Damage_Flame.rulePack.rulesStrings.28>
|
||||
<Damage_Flame.rulePack.rulesStrings.29>destroyed_present->烧毁</Damage_Flame.rulePack.rulesStrings.29>
|
||||
<Damage_Flame.rulePack.rulesStrings.30>destroyed_present->烧坏</Damage_Flame.rulePack.rulesStrings.30>
|
||||
<Damage_Flame.rulePack.rulesStrings.31>destroyed_present->打爆</Damage_Flame.rulePack.rulesStrings.31>
|
||||
|
||||
|
||||
<!-- Weird damage types that don't really destroy anything -->
|
||||
|
||||
<Damage_Extinguish.rulePack.rulesStrings.0>damaged_past->extinguished</Damage_Extinguish.rulePack.rulesStrings.0>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.1>damaged_past->swamped</Damage_Extinguish.rulePack.rulesStrings.1>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.2>damaged_past->foamed</Damage_Extinguish.rulePack.rulesStrings.2>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.3>damaged_past->quenched</Damage_Extinguish.rulePack.rulesStrings.3>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.0>damaged_past->熄灭了</Damage_Extinguish.rulePack.rulesStrings.0>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.1>damaged_past->淹没了</Damage_Extinguish.rulePack.rulesStrings.1>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.2>damaged_past->起泡了</Damage_Extinguish.rulePack.rulesStrings.2>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.3>damaged_past->突然熄灭了</Damage_Extinguish.rulePack.rulesStrings.3>
|
||||
<Damage_Extinguish.rulePack.rulesStrings.4>destroyed_past->damaged_past</Damage_Extinguish.rulePack.rulesStrings.4>
|
||||
|
||||
<Damage_Stun.rulePack.rulesStrings.0>damaged_past->stunned</Damage_Stun.rulePack.rulesStrings.0>
|
||||
<Damage_Stun.rulePack.rulesStrings.1>damaged_past->confused</Damage_Stun.rulePack.rulesStrings.1>
|
||||
<Damage_Stun.rulePack.rulesStrings.2>damaged_past->stopped</Damage_Stun.rulePack.rulesStrings.2>
|
||||
<Damage_Stun.rulePack.rulesStrings.3>damaged_past->dizzied</Damage_Stun.rulePack.rulesStrings.3>
|
||||
<Damage_Stun.rulePack.rulesStrings.0>damaged_past->懵了</Damage_Stun.rulePack.rulesStrings.0>
|
||||
<Damage_Stun.rulePack.rulesStrings.1>damaged_past->混乱了</Damage_Stun.rulePack.rulesStrings.1>
|
||||
<Damage_Stun.rulePack.rulesStrings.2>damaged_past->停下来了</Damage_Stun.rulePack.rulesStrings.2>
|
||||
<Damage_Stun.rulePack.rulesStrings.3>damaged_past->眩晕了</Damage_Stun.rulePack.rulesStrings.3>
|
||||
<Damage_Stun.rulePack.rulesStrings.4>destroyed_past->damaged_past</Damage_Stun.rulePack.rulesStrings.4>
|
||||
|
||||
<Damage_EMP.rulePack.rulesStrings.0>damaged_past->electrified</Damage_EMP.rulePack.rulesStrings.0>
|
||||
<Damage_EMP.rulePack.rulesStrings.1>damaged_past->shocked</Damage_EMP.rulePack.rulesStrings.1>
|
||||
<Damage_EMP.rulePack.rulesStrings.2>damaged_past->zapped</Damage_EMP.rulePack.rulesStrings.2>
|
||||
<Damage_EMP.rulePack.rulesStrings.0>damaged_past->受到震荡</Damage_EMP.rulePack.rulesStrings.0>
|
||||
<Damage_EMP.rulePack.rulesStrings.1>damaged_past->震撼住了</Damage_EMP.rulePack.rulesStrings.1>
|
||||
<Damage_EMP.rulePack.rulesStrings.2>damaged_past->崩溃了</Damage_EMP.rulePack.rulesStrings.2>
|
||||
<Damage_EMP.rulePack.rulesStrings.3>destroyed_past->damaged_past</Damage_EMP.rulePack.rulesStrings.3>
|
||||
|
||||
<Damage_Smoke.rulePack.rulesStrings.0>damaged_past->smoked</Damage_Smoke.rulePack.rulesStrings.0>
|
||||
<Damage_Smoke.rulePack.rulesStrings.1>damaged_past->fogged</Damage_Smoke.rulePack.rulesStrings.1>
|
||||
<Damage_Smoke.rulePack.rulesStrings.2>damaged_past->clouded</Damage_Smoke.rulePack.rulesStrings.2>
|
||||
<Damage_Smoke.rulePack.rulesStrings.0>damaged_past->冒烟了</Damage_Smoke.rulePack.rulesStrings.0>
|
||||
<Damage_Smoke.rulePack.rulesStrings.1>damaged_past->起雾了</Damage_Smoke.rulePack.rulesStrings.1>
|
||||
<Damage_Smoke.rulePack.rulesStrings.2>damaged_past->烟雾弥漫了</Damage_Smoke.rulePack.rulesStrings.2>
|
||||
<Damage_Smoke.rulePack.rulesStrings.3>destroyed_past->damaged_past</Damage_Smoke.rulePack.rulesStrings.3>
|
||||
|
||||
|
||||
|
@ -1,68 +1,68 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<DamageEvent_Include.rulePack.rulesStrings.0>logentry->[damageSource] [recipient_nameShortDef], [destroying] [recipient_possessive] [destroyed_targets].</DamageEvent_Include.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.1>logentry->[damageSource] [recipient_nameShortDef], [destroying] [recipient_possessive] [destroyed_targets] and [damaging] [recipient_possessive] [damaged_targets].</DamageEvent_Include.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.2>logentry(recipient_part_destroyed_count==0)->[damageSource] [recipient_nameShortDef], [damaging] [recipient_possessive] [damaged_targets].</DamageEvent_Include.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.3>logentry(p=0.1)->[damageSource] [recipient_nameShortDef].</DamageEvent_Include.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.0>logentry->[damageSource][recipient_nameShortDef],[destroying][recipient_possessive][destroyed_targets]。</DamageEvent_Include.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.1>logentry->[damageSource][recipient_nameShortDef],[destroying][recipient_possessive][destroyed_targets]并且[damaging][recipient_possessive] [damaged_targets]。</DamageEvent_Include.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.2>logentry(recipient_part_destroyed_count==0)->[damageSource][recipient_nameShortDef],[damaging][recipient_possessive][damaged_targets]。</DamageEvent_Include.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Include.rulePack.rulesStrings.3>logentry(p=0.1)->[damageSource][recipient_nameShortDef]。</DamageEvent_Include.rulePack.rulesStrings.3>
|
||||
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.0>damageSource->the [roof] [collapsed] on</DamageEvent_Ceiling.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.1>roof->roof</DamageEvent_Ceiling.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.2>roof->roofing</DamageEvent_Ceiling.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.3>roof->ceiling</DamageEvent_Ceiling.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.4>collapsed->collapsed</DamageEvent_Ceiling.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.5>collapsed->fell</DamageEvent_Ceiling.rulePack.rulesStrings.5>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.6>collapsed->caved in</DamageEvent_Ceiling.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.7>damaging->smashing</DamageEvent_Ceiling.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.8>damaging->bashing</DamageEvent_Ceiling.rulePack.rulesStrings.8>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.9>damaging->clobbering</DamageEvent_Ceiling.rulePack.rulesStrings.9>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.10>damaging->bruising</DamageEvent_Ceiling.rulePack.rulesStrings.10>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.11>damaging->lacerating</DamageEvent_Ceiling.rulePack.rulesStrings.11>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.12>destroying->shattering</DamageEvent_Ceiling.rulePack.rulesStrings.12>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.13>destroying->crushing</DamageEvent_Ceiling.rulePack.rulesStrings.13>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.14>destroying->obliterating</DamageEvent_Ceiling.rulePack.rulesStrings.14>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.15>destroying->annihilating</DamageEvent_Ceiling.rulePack.rulesStrings.15>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.16>destroying->breaking</DamageEvent_Ceiling.rulePack.rulesStrings.16>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.0>damageSource->[roof][collapsed]砸到</DamageEvent_Ceiling.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.1>roof->屋顶</DamageEvent_Ceiling.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.2>roof->房顶</DamageEvent_Ceiling.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.3>roof->天花板</DamageEvent_Ceiling.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.4>collapsed->坍塌</DamageEvent_Ceiling.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.5>collapsed->掉落</DamageEvent_Ceiling.rulePack.rulesStrings.5>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.6>collapsed->塌陷</DamageEvent_Ceiling.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.7>damaging->击伤</DamageEvent_Ceiling.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.8>damaging->砸伤</DamageEvent_Ceiling.rulePack.rulesStrings.8>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.9>damaging->击中</DamageEvent_Ceiling.rulePack.rulesStrings.9>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.10>damaging->擦伤</DamageEvent_Ceiling.rulePack.rulesStrings.10>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.11>damaging->撕裂</DamageEvent_Ceiling.rulePack.rulesStrings.11>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.12>destroying->击碎</DamageEvent_Ceiling.rulePack.rulesStrings.12>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.13>destroying->压碎</DamageEvent_Ceiling.rulePack.rulesStrings.13>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.14>destroying->压住</DamageEvent_Ceiling.rulePack.rulesStrings.14>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.15>destroying->摧毁</DamageEvent_Ceiling.rulePack.rulesStrings.15>
|
||||
<DamageEvent_Ceiling.rulePack.rulesStrings.16>destroying->破坏</DamageEvent_Ceiling.rulePack.rulesStrings.16>
|
||||
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.0>damageSource->[fire] burned</DamageEvent_Fire.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.1>fire(p=3)->fire</DamageEvent_Fire.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.2>fire(p=3)->a fire</DamageEvent_Fire.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.3>fire(p=3)->the fire</DamageEvent_Fire.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.4>fire->heat</DamageEvent_Fire.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.5>fire->a conflagration</DamageEvent_Fire.rulePack.rulesStrings.5>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.6>fire->an inferno</DamageEvent_Fire.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.7>damaging->scorching</DamageEvent_Fire.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.8>damaging->broiling</DamageEvent_Fire.rulePack.rulesStrings.8>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.9>damaging->searing</DamageEvent_Fire.rulePack.rulesStrings.9>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.10>damaging->singeing</DamageEvent_Fire.rulePack.rulesStrings.10>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.11>destroying->charring</DamageEvent_Fire.rulePack.rulesStrings.11>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.12>destroying->roasting</DamageEvent_Fire.rulePack.rulesStrings.12>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.13>destroying->cooking</DamageEvent_Fire.rulePack.rulesStrings.13>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.14>destroying->cremating</DamageEvent_Fire.rulePack.rulesStrings.14>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.0>damageSource->[fire]点燃了</DamageEvent_Fire.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.1>fire(p=3)->火焰</DamageEvent_Fire.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.2>fire(p=3)->一团火焰</DamageEvent_Fire.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.3>fire(p=3)->一片大火</DamageEvent_Fire.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.4>fire->高温</DamageEvent_Fire.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.5>fire->大火</DamageEvent_Fire.rulePack.rulesStrings.5>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.6>fire->炼狱</DamageEvent_Fire.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.7>damaging->灼烧</DamageEvent_Fire.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.8>damaging->炙烤</DamageEvent_Fire.rulePack.rulesStrings.8>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.9>damaging->烧烤</DamageEvent_Fire.rulePack.rulesStrings.9>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.10>damaging->烧焦</DamageEvent_Fire.rulePack.rulesStrings.10>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.11>destroying->烧焦</DamageEvent_Fire.rulePack.rulesStrings.11>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.12>destroying->烧毁</DamageEvent_Fire.rulePack.rulesStrings.12>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.13>destroying->烤熟</DamageEvent_Fire.rulePack.rulesStrings.13>
|
||||
<DamageEvent_Fire.rulePack.rulesStrings.14>destroying->烧成灰烬</DamageEvent_Fire.rulePack.rulesStrings.14>
|
||||
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.0>damageSource->The [sky] opened up on</DamageEvent_PowerBeam.rulePack.rulesStrings.0>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.1>damageSource->A beam of incredible [power] [damaged_past]</DamageEvent_PowerBeam.rulePack.rulesStrings.1>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.2>damageSource->A column of [light] [damaged_past]</DamageEvent_PowerBeam.rulePack.rulesStrings.2>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.3>sky->sky</DamageEvent_PowerBeam.rulePack.rulesStrings.3>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.4>sky->clouds</DamageEvent_PowerBeam.rulePack.rulesStrings.4>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.5>sky->heavens</DamageEvent_PowerBeam.rulePack.rulesStrings.5>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.6>power->power</DamageEvent_PowerBeam.rulePack.rulesStrings.6>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.7>power->energy</DamageEvent_PowerBeam.rulePack.rulesStrings.7>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.8>power->heat</DamageEvent_PowerBeam.rulePack.rulesStrings.8>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.9>light->light</DamageEvent_PowerBeam.rulePack.rulesStrings.9>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.10>light->heat</DamageEvent_PowerBeam.rulePack.rulesStrings.10>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.11>light->flame</DamageEvent_PowerBeam.rulePack.rulesStrings.11>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.12>light(p=0.2)->incandescence</DamageEvent_PowerBeam.rulePack.rulesStrings.12>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.0>damageSource->[sky]撕开裂口,审判降临</DamageEvent_PowerBeam.rulePack.rulesStrings.0>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.1>damageSource->一束难以置信的[power][damaged_past]</DamageEvent_PowerBeam.rulePack.rulesStrings.1>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.2>damageSource->一系列的[light][damaged_past]</DamageEvent_PowerBeam.rulePack.rulesStrings.2>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.3>sky->天空</DamageEvent_PowerBeam.rulePack.rulesStrings.3>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.4>sky->云层</DamageEvent_PowerBeam.rulePack.rulesStrings.4>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.5>sky->天堂</DamageEvent_PowerBeam.rulePack.rulesStrings.5>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.6>power->力量</DamageEvent_PowerBeam.rulePack.rulesStrings.6>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.7>power->能量</DamageEvent_PowerBeam.rulePack.rulesStrings.7>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.8>power->炙热之光</DamageEvent_PowerBeam.rulePack.rulesStrings.8>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.9>light->光</DamageEvent_PowerBeam.rulePack.rulesStrings.9>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.10>light->高温</DamageEvent_PowerBeam.rulePack.rulesStrings.10>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.11>light->烈焰</DamageEvent_PowerBeam.rulePack.rulesStrings.11>
|
||||
<DamageEvent_PowerBeam.rulePack.rulesStrings.12>light(p=0.2)->灼热辐射</DamageEvent_PowerBeam.rulePack.rulesStrings.12>
|
||||
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.0>damageSource->A [spiraling] tornado [enveloped]</DamageEvent_Tornado.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.0>damageSource->一挂[spiraling]龙卷风[enveloped]</DamageEvent_Tornado.rulePack.rulesStrings.0>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.1>destroyed_present(p=3)->tearing off</DamageEvent_Tornado.rulePack.rulesStrings.1>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.2>spiraling->spiraling</DamageEvent_Tornado.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.3>spiraling->whirling</DamageEvent_Tornado.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.4>spiraling->spinning</DamageEvent_Tornado.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.2>spiraling->盘桓的</DamageEvent_Tornado.rulePack.rulesStrings.2>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.3>spiraling->旋转的</DamageEvent_Tornado.rulePack.rulesStrings.3>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.4>spiraling->螺旋徘徊的</DamageEvent_Tornado.rulePack.rulesStrings.4>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.5>spiraling(p=10)-></DamageEvent_Tornado.rulePack.rulesStrings.5>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.6>enveloped(p=8)->enveloped</DamageEvent_Tornado.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.7>enveloped->engulfed</DamageEvent_Tornado.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.8>enveloped->surrounded</DamageEvent_Tornado.rulePack.rulesStrings.8>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.6>enveloped(p=8)->包围了</DamageEvent_Tornado.rulePack.rulesStrings.6>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.7>enveloped->吞没了</DamageEvent_Tornado.rulePack.rulesStrings.7>
|
||||
<DamageEvent_Tornado.rulePack.rulesStrings.8>enveloped->环绕着</DamageEvent_Tornado.rulePack.rulesStrings.8>
|
||||
|
||||
|
||||
</LanguageData>
|
Loading…
Reference in New Issue
Block a user