Update to 0.18.1704 (require translation)

This commit is contained in:
DUDULUU-R7\duduluu 2017-10-28 21:26:08 +08:00
parent 0c8964e902
commit d643acba5a
9 changed files with 311 additions and 178 deletions

View File

@ -9,4 +9,5 @@
<Standard.label>物品</Standard.label>
<Food.label>食物</Food.label>
</LanguageData>

View File

@ -1,139 +1,145 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<Combat_General.rulePack.rulesStrings.0>logentry->[action], [result].</Combat_General.rulePack.rulesStrings.0>
<Combat_General.rulePack.rulesStrings.1>logentry(p=0.2)->[action].</Combat_General.rulePack.rulesStrings.1>
<Combat_General.rulePack.rulesStrings.2>implement(implementOwnerType==weapon,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_General.rulePack.rulesStrings.2>
<Combat_General.rulePack.rulesStrings.3>implement(implementOwnerType==weapon,p=1)->[initiator_possessive] [weapon_label]</Combat_General.rulePack.rulesStrings.3>
<Combat_General.rulePack.rulesStrings.4>implement(implementOwnerType==weapon,p=1)->a [weapon_label]'s [tool_label]</Combat_General.rulePack.rulesStrings.4>
<Combat_General.rulePack.rulesStrings.5>implement(implementOwnerType==weapon,p=0.5)->a [weapon_label]</Combat_General.rulePack.rulesStrings.5>
<Combat_General.rulePack.rulesStrings.6>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive] [tool_label]</Combat_General.rulePack.rulesStrings.6>
<Combat_General.rulePack.rulesStrings.7>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive] [bodypart_adjective] [tool_label]</Combat_General.rulePack.rulesStrings.7>
<Combat_General.rulePack.rulesStrings.8>implement(implementOwnerType==hediff,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_General.rulePack.rulesStrings.8>
<Combat_General.rulePack.rulesStrings.9>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [weapon_label]</Combat_General.rulePack.rulesStrings.9>
<Combat_General.rulePack.rulesStrings.10>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [tool_label]</Combat_General.rulePack.rulesStrings.10>
<Combat_General.rulePack.rulesStrings.11>bodypart_adjective->hard</Combat_General.rulePack.rulesStrings.11>
<Combat_General.rulePack.rulesStrings.12>bodypart_adjective->strong</Combat_General.rulePack.rulesStrings.12>
<Combat_General.rulePack.rulesStrings.13>bodypart_adjective->powerful</Combat_General.rulePack.rulesStrings.13>
<Combat_General.rulePack.rulesStrings.14>bodypart_adjective->forceful</Combat_General.rulePack.rulesStrings.14>
<Combat_General.rulePack.rulesStrings.15>bodypart_adjective->mighty</Combat_General.rulePack.rulesStrings.15>
<Combat_General.rulePack.rulesStrings.16>bodypart_adjective->rugged</Combat_General.rulePack.rulesStrings.16>
<Combat_General.rulePack.rulesStrings.17>bodypart_adjective->stout</Combat_General.rulePack.rulesStrings.17>
<Combat_General.rulePack.rulesStrings.18>bodypart_adjective->sturdy</Combat_General.rulePack.rulesStrings.18>
<Combat_General.rulePack.rulesStrings.19>bodypart_adjective->solid</Combat_General.rulePack.rulesStrings.19>
<Combat_General.rulePack.rulesStrings.20>bodypart_adjective->tough</Combat_General.rulePack.rulesStrings.20>
<Combat_General.rulePack.rulesStrings.21>bodypart_adjective->calloused</Combat_General.rulePack.rulesStrings.21>
<Combat_General.rulePack.rulesStrings.22>bodypart_adjective->firm</Combat_General.rulePack.rulesStrings.22>
<Combat_General.rulePack.rulesStrings.23>targetlist(recipient_part_count==1)->[recipient_part0_label]</Combat_General.rulePack.rulesStrings.23>
<Combat_General.rulePack.rulesStrings.24>targetlist(recipient_part_count==2)->[recipient_part0_label] and [recipient_part1_label]</Combat_General.rulePack.rulesStrings.24>
<Combat_General.rulePack.rulesStrings.25>targetlist(recipient_part_count==3)->[recipient_part0_label], [recipient_part1_label], and [recipient_part2_label]</Combat_General.rulePack.rulesStrings.25>
<Combat_General.rulePack.rulesStrings.26>targetlist->[recipient_part0_label], [recipient_part1_label], [recipient_part2_label], and [recipient_part3_label]</Combat_General.rulePack.rulesStrings.26>
<Combat_General.rulePack.rulesStrings.27>maneuverresult_present->wounding</Combat_General.rulePack.rulesStrings.27>
<Combat_General.rulePack.rulesStrings.28>maneuverresult_present->injuring</Combat_General.rulePack.rulesStrings.28>
<Combat_General.rulePack.rulesStrings.29>destroyed(p=0.5)->destroyed</Combat_General.rulePack.rulesStrings.29>
<Combat_General.rulePack.rulesStrings.30>destroyed(p=0.5)->demolished</Combat_General.rulePack.rulesStrings.30>
<Combat_General.rulePack.rulesStrings.31>destroyed(p=0.5)->ruined</Combat_General.rulePack.rulesStrings.31>
<Combat_General.rulePack.rulesStrings.32>destroyed(p=0.5)->wrecked</Combat_General.rulePack.rulesStrings.32>
<Combat_General.rulePack.rulesStrings.33>result(p=0.5)->[maneuverresult_present] [recipient_possessive] [targetlist]</Combat_General.rulePack.rulesStrings.33>
<Combat_General.rulePack.rulesStrings.34>result(p=0.2)->[maneuverresult_present] [recipient_possessive] [targetlist] [flavortextadverb]</Combat_General.rulePack.rulesStrings.34>
<Combat_General.rulePack.rulesStrings.35>result(p=0.2)->[maneuverresult_present] [recipient_possessive] [targetlist] [flavortextsituation]</Combat_General.rulePack.rulesStrings.35>
<Combat_General.rulePack.rulesStrings.36>result(p=0.2)->[maneuverresult_present] [recipient_possessive] [targetlist] and [flavortextconsequence]</Combat_General.rulePack.rulesStrings.36>
<Combat_General.rulePack.rulesStrings.37>flavortextadverb->painfully</Combat_General.rulePack.rulesStrings.37>
<Combat_General.rulePack.rulesStrings.38>flavortextadverb->brutally</Combat_General.rulePack.rulesStrings.38>
<Combat_General.rulePack.rulesStrings.39>flavortextadverb->horribly</Combat_General.rulePack.rulesStrings.39>
<Combat_General.rulePack.rulesStrings.40>flavortextadverb->agonizingly</Combat_General.rulePack.rulesStrings.40>
<Combat_General.rulePack.rulesStrings.41>flavortextadverb->fiercely</Combat_General.rulePack.rulesStrings.41>
<Combat_General.rulePack.rulesStrings.42>flavortextadverb->ruthlessly</Combat_General.rulePack.rulesStrings.42>
<Combat_General.rulePack.rulesStrings.43>flavortextadverb->savagely</Combat_General.rulePack.rulesStrings.43>
<Combat_General.rulePack.rulesStrings.44>flavortextadverb->viciously</Combat_General.rulePack.rulesStrings.44>
<Combat_General.rulePack.rulesStrings.45>flavortextadverb->mercilessly</Combat_General.rulePack.rulesStrings.45>
<Combat_General.rulePack.rulesStrings.46>flavortextadverb->heartlessly</Combat_General.rulePack.rulesStrings.46>
<Combat_General.rulePack.rulesStrings.47>flavortextsituation->in an explosion of gore</Combat_General.rulePack.rulesStrings.47>
<Combat_General.rulePack.rulesStrings.48>flavortextsituation->leaving a disgusting wound</Combat_General.rulePack.rulesStrings.48>
<Combat_General.rulePack.rulesStrings.49>flavortextsituation->without emotion</Combat_General.rulePack.rulesStrings.49>
<Combat_General.rulePack.rulesStrings.50>flavortextsituation->while wearing a blank look</Combat_General.rulePack.rulesStrings.50>
<Combat_General.rulePack.rulesStrings.51>flavortextsituation->while wearing a savage look</Combat_General.rulePack.rulesStrings.51>
<Combat_General.rulePack.rulesStrings.52>flavortextsituation->while wearing a [badassadjective] look</Combat_General.rulePack.rulesStrings.52>
<Combat_General.rulePack.rulesStrings.53>flavortextsituation->while grimacing</Combat_General.rulePack.rulesStrings.53>
<Combat_General.rulePack.rulesStrings.54>flavortextsituation->while laughing</Combat_General.rulePack.rulesStrings.54>
<Combat_General.rulePack.rulesStrings.55>flavortextsituation->while smirking</Combat_General.rulePack.rulesStrings.55>
<Combat_General.rulePack.rulesStrings.56>flavortextconsequence->making [recipient_objective] [wince] [painevent]</Combat_General.rulePack.rulesStrings.56>
<Combat_General.rulePack.rulesStrings.57>flavortextconsequence(p=0.2)->throwing [recipient_objective] off balance</Combat_General.rulePack.rulesStrings.57>
<Combat_General.rulePack.rulesStrings.58>wince->wince</Combat_General.rulePack.rulesStrings.58>
<Combat_General.rulePack.rulesStrings.59>wince->grimace</Combat_General.rulePack.rulesStrings.59>
<Combat_General.rulePack.rulesStrings.60>wince->cringe</Combat_General.rulePack.rulesStrings.60>
<Combat_General.rulePack.rulesStrings.61>wince->groan</Combat_General.rulePack.rulesStrings.61>
<Combat_General.rulePack.rulesStrings.62>wince->scream</Combat_General.rulePack.rulesStrings.62>
<Combat_General.rulePack.rulesStrings.63>wince->shout</Combat_General.rulePack.rulesStrings.63>
<Combat_General.rulePack.rulesStrings.64>wince->recoil</Combat_General.rulePack.rulesStrings.64>
<Combat_General.rulePack.rulesStrings.65>wince->stumble</Combat_General.rulePack.rulesStrings.65>
<Combat_General.rulePack.rulesStrings.66>painstate->in</Combat_General.rulePack.rulesStrings.66>
<Combat_General.rulePack.rulesStrings.67>painstate->with</Combat_General.rulePack.rulesStrings.67>
<Combat_General.rulePack.rulesStrings.68>painstate->from the</Combat_General.rulePack.rulesStrings.68>
<Combat_General.rulePack.rulesStrings.69>painevent->[painstate] pain</Combat_General.rulePack.rulesStrings.69>
<Combat_General.rulePack.rulesStrings.70>painevent->[painstate] agony</Combat_General.rulePack.rulesStrings.70>
<Combat_General.rulePack.rulesStrings.71>painevent->with misery</Combat_General.rulePack.rulesStrings.71>
<Combat_General.rulePack.rulesStrings.72>painevent->from the injury</Combat_General.rulePack.rulesStrings.72>
<Combat_General.rulePack.rulesStrings.73>painevent->from the wound</Combat_General.rulePack.rulesStrings.73>
<Combat_General.rulePack.rulesStrings.74>mortarshell->shell</Combat_General.rulePack.rulesStrings.74>
<Combat_General.rulePack.rulesStrings.75>mortarshell->shot</Combat_General.rulePack.rulesStrings.75>
<Combat_General.rulePack.rulesStrings.76>mortarshell->projectile</Combat_General.rulePack.rulesStrings.76>
<Combat_General.rulePack.rulesStrings.77>mortarshell->explosive</Combat_General.rulePack.rulesStrings.77>
<Combat_General.rulePack.rulesStrings.78>mortarshell->bomb</Combat_General.rulePack.rulesStrings.78>
<Combat_General.rulePack.rulesStrings.79>mortarshell(p=0.3)->ballistic shell</Combat_General.rulePack.rulesStrings.79>
<Combat_General.rulePack.rulesStrings.80>mortarshell(p=0.3)->ballistic shot</Combat_General.rulePack.rulesStrings.80>
<Combat_General.rulePack.rulesStrings.81>mortarshell(p=0.3)->ballistic projectile</Combat_General.rulePack.rulesStrings.81>
<Combat_General.rulePack.rulesStrings.82>to->to</Combat_General.rulePack.rulesStrings.82>
<Combat_General.rulePack.rulesStrings.83>to->into</Combat_General.rulePack.rulesStrings.83>
<Combat_MeleeIncludes.rulePack.rulesStrings.0>logentry->[action], [result].</Combat_MeleeIncludes.rulePack.rulesStrings.0>
<Combat_MeleeIncludes.rulePack.rulesStrings.1>logentry(p=0.2)->[action].</Combat_MeleeIncludes.rulePack.rulesStrings.1>
<Combat_MeleeIncludes.rulePack.rulesStrings.2>implement(implementOwnerType==weapon,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.2>
<Combat_MeleeIncludes.rulePack.rulesStrings.3>implement(implementOwnerType==weapon,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.3>
<Combat_MeleeIncludes.rulePack.rulesStrings.4>implement(implementOwnerType==weapon,p=1)->a [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.4>
<Combat_MeleeIncludes.rulePack.rulesStrings.5>implement(implementOwnerType==weapon,p=0.5)->a [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.5>
<Combat_MeleeIncludes.rulePack.rulesStrings.6>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.6>
<Combat_MeleeIncludes.rulePack.rulesStrings.7>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive] [bodypart_adjective] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.7>
<Combat_MeleeIncludes.rulePack.rulesStrings.8>implement(implementOwnerType==hediff,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.8>
<Combat_MeleeIncludes.rulePack.rulesStrings.9>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.9>
<Combat_MeleeIncludes.rulePack.rulesStrings.10>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.10>
<Combat_MeleeIncludes.rulePack.rulesStrings.11>bodypart_adjective->hard</Combat_MeleeIncludes.rulePack.rulesStrings.11>
<Combat_MeleeIncludes.rulePack.rulesStrings.12>bodypart_adjective->strong</Combat_MeleeIncludes.rulePack.rulesStrings.12>
<Combat_MeleeIncludes.rulePack.rulesStrings.13>bodypart_adjective->powerful</Combat_MeleeIncludes.rulePack.rulesStrings.13>
<Combat_MeleeIncludes.rulePack.rulesStrings.14>bodypart_adjective->forceful</Combat_MeleeIncludes.rulePack.rulesStrings.14>
<Combat_MeleeIncludes.rulePack.rulesStrings.15>bodypart_adjective->mighty</Combat_MeleeIncludes.rulePack.rulesStrings.15>
<Combat_MeleeIncludes.rulePack.rulesStrings.16>bodypart_adjective->rugged</Combat_MeleeIncludes.rulePack.rulesStrings.16>
<Combat_MeleeIncludes.rulePack.rulesStrings.17>bodypart_adjective->stout</Combat_MeleeIncludes.rulePack.rulesStrings.17>
<Combat_MeleeIncludes.rulePack.rulesStrings.18>bodypart_adjective->sturdy</Combat_MeleeIncludes.rulePack.rulesStrings.18>
<Combat_MeleeIncludes.rulePack.rulesStrings.19>bodypart_adjective->solid</Combat_MeleeIncludes.rulePack.rulesStrings.19>
<Combat_MeleeIncludes.rulePack.rulesStrings.20>bodypart_adjective->tough</Combat_MeleeIncludes.rulePack.rulesStrings.20>
<Combat_MeleeIncludes.rulePack.rulesStrings.21>bodypart_adjective(initiator_flesh==True)->calloused</Combat_MeleeIncludes.rulePack.rulesStrings.21>
<Combat_MeleeIncludes.rulePack.rulesStrings.22>bodypart_adjective->firm</Combat_MeleeIncludes.rulePack.rulesStrings.22>
<Combat_MeleeIncludes.rulePack.rulesStrings.23>targetlist(recipient_part_count==1)->[recipient_part0_label]</Combat_MeleeIncludes.rulePack.rulesStrings.23>
<Combat_MeleeIncludes.rulePack.rulesStrings.24>targetlist(recipient_part_count==2)->[recipient_part0_label] and [recipient_part1_label]</Combat_MeleeIncludes.rulePack.rulesStrings.24>
<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>
<Combat_MeleeIncludes.rulePack.rulesStrings.26>targetlist->[recipient_part0_label], [recipient_part1_label], [recipient_part2_label], and [recipient_part3_label]</Combat_MeleeIncludes.rulePack.rulesStrings.26>
<Combat_MeleeIncludes.rulePack.rulesStrings.27>damaged_present->wounding</Combat_MeleeIncludes.rulePack.rulesStrings.27>
<Combat_MeleeIncludes.rulePack.rulesStrings.28>damaged_present->injuring</Combat_MeleeIncludes.rulePack.rulesStrings.28>
<Combat_MeleeIncludes.rulePack.rulesStrings.29>destroyed(p=0.5)->destroyed</Combat_MeleeIncludes.rulePack.rulesStrings.29>
<Combat_MeleeIncludes.rulePack.rulesStrings.30>destroyed(p=0.5)->demolished</Combat_MeleeIncludes.rulePack.rulesStrings.30>
<Combat_MeleeIncludes.rulePack.rulesStrings.31>destroyed(p=0.5)->ruined</Combat_MeleeIncludes.rulePack.rulesStrings.31>
<Combat_MeleeIncludes.rulePack.rulesStrings.32>destroyed(p=0.5)->wrecked</Combat_MeleeIncludes.rulePack.rulesStrings.32>
<Combat_MeleeIncludes.rulePack.rulesStrings.33>result(p=0.5)->[damaged_present] [recipient_possessive] [targetlist]</Combat_MeleeIncludes.rulePack.rulesStrings.33>
<Combat_MeleeIncludes.rulePack.rulesStrings.34>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] [flavortextadverb]</Combat_MeleeIncludes.rulePack.rulesStrings.34>
<Combat_MeleeIncludes.rulePack.rulesStrings.35>result(p=10000)->[damaged_present] [recipient_possessive] [targetlist] [flavortextsituation]</Combat_MeleeIncludes.rulePack.rulesStrings.35>
<Combat_MeleeIncludes.rulePack.rulesStrings.36>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] and [flavortextconsequence]</Combat_MeleeIncludes.rulePack.rulesStrings.36>
<Combat_MeleeIncludes.rulePack.rulesStrings.37>flavortextadverb->painfully</Combat_MeleeIncludes.rulePack.rulesStrings.37>
<Combat_MeleeIncludes.rulePack.rulesStrings.38>flavortextadverb->brutally</Combat_MeleeIncludes.rulePack.rulesStrings.38>
<Combat_MeleeIncludes.rulePack.rulesStrings.39>flavortextadverb->horribly</Combat_MeleeIncludes.rulePack.rulesStrings.39>
<Combat_MeleeIncludes.rulePack.rulesStrings.40>flavortextadverb->agonizingly</Combat_MeleeIncludes.rulePack.rulesStrings.40>
<Combat_MeleeIncludes.rulePack.rulesStrings.41>flavortextadverb->fiercely</Combat_MeleeIncludes.rulePack.rulesStrings.41>
<Combat_MeleeIncludes.rulePack.rulesStrings.42>flavortextadverb->ruthlessly</Combat_MeleeIncludes.rulePack.rulesStrings.42>
<Combat_MeleeIncludes.rulePack.rulesStrings.43>flavortextadverb->savagely</Combat_MeleeIncludes.rulePack.rulesStrings.43>
<Combat_MeleeIncludes.rulePack.rulesStrings.44>flavortextadverb->viciously</Combat_MeleeIncludes.rulePack.rulesStrings.44>
<Combat_MeleeIncludes.rulePack.rulesStrings.45>flavortextadverb->mercilessly</Combat_MeleeIncludes.rulePack.rulesStrings.45>
<Combat_MeleeIncludes.rulePack.rulesStrings.46>flavortextadverb->heartlessly</Combat_MeleeIncludes.rulePack.rulesStrings.46>
<Combat_MeleeIncludes.rulePack.rulesStrings.47>flavortextsituation(recipient_flesh!=Mechanoid)->in an explosion of gore</Combat_MeleeIncludes.rulePack.rulesStrings.47>
<Combat_MeleeIncludes.rulePack.rulesStrings.48>flavortextsituation(recipient_flesh==Mechanoid)->in an explosion of scrap</Combat_MeleeIncludes.rulePack.rulesStrings.48>
<Combat_MeleeIncludes.rulePack.rulesStrings.49>flavortextsituation->without emotion</Combat_MeleeIncludes.rulePack.rulesStrings.49>
<Combat_MeleeIncludes.rulePack.rulesStrings.50>flavortextsituation->while wearing a blank look</Combat_MeleeIncludes.rulePack.rulesStrings.50>
<Combat_MeleeIncludes.rulePack.rulesStrings.51>flavortextsituation(initiator_flesh==Normal)->while wearing a savage look</Combat_MeleeIncludes.rulePack.rulesStrings.51>
<Combat_MeleeIncludes.rulePack.rulesStrings.52>flavortextsituation(initiator_flesh==Normal)->while wearing a [badassadjective] look</Combat_MeleeIncludes.rulePack.rulesStrings.52>
<Combat_MeleeIncludes.rulePack.rulesStrings.53>flavortextsituation(initiator_flesh==Normal)->while grimacing</Combat_MeleeIncludes.rulePack.rulesStrings.53>
<Combat_MeleeIncludes.rulePack.rulesStrings.54>flavortextsituation(initiator_flesh==Normal)->while laughing</Combat_MeleeIncludes.rulePack.rulesStrings.54>
<Combat_MeleeIncludes.rulePack.rulesStrings.55>flavortextsituation(initiator_flesh==Normal)->while smirking</Combat_MeleeIncludes.rulePack.rulesStrings.55>
<Combat_MeleeIncludes.rulePack.rulesStrings.56>flavortextconsequence(recipient_flesh!=Mechanoid)->leaving a disgusting wound</Combat_MeleeIncludes.rulePack.rulesStrings.56>
<Combat_MeleeIncludes.rulePack.rulesStrings.57>flavortextconsequence->leaving a horrific wound</Combat_MeleeIncludes.rulePack.rulesStrings.57>
<Combat_MeleeIncludes.rulePack.rulesStrings.58>flavortextconsequence(recipient_flesh!=Mechanoid)->making [recipient_objective] [wince] [painevent]</Combat_MeleeIncludes.rulePack.rulesStrings.58>
<Combat_MeleeIncludes.rulePack.rulesStrings.59>flavortextconsequence(p=0.2)->throwing [recipient_objective] off balance</Combat_MeleeIncludes.rulePack.rulesStrings.59>
<Combat_MeleeIncludes.rulePack.rulesStrings.60>wince(recipient_flesh==Normal)->wince</Combat_MeleeIncludes.rulePack.rulesStrings.60>
<Combat_MeleeIncludes.rulePack.rulesStrings.61>wince(recipient_flesh==Normal)->grimace</Combat_MeleeIncludes.rulePack.rulesStrings.61>
<Combat_MeleeIncludes.rulePack.rulesStrings.62>wince(recipient_flesh==Normal)->cringe</Combat_MeleeIncludes.rulePack.rulesStrings.62>
<Combat_MeleeIncludes.rulePack.rulesStrings.63>wince(recipient_flesh==Normal)->groan</Combat_MeleeIncludes.rulePack.rulesStrings.63>
<Combat_MeleeIncludes.rulePack.rulesStrings.64>wince(recipient_flesh!=Mechanoid)->scream</Combat_MeleeIncludes.rulePack.rulesStrings.64>
<Combat_MeleeIncludes.rulePack.rulesStrings.65>wince(recipient_flesh!=Mechanoid)->shout</Combat_MeleeIncludes.rulePack.rulesStrings.65>
<Combat_MeleeIncludes.rulePack.rulesStrings.66>wince->recoil</Combat_MeleeIncludes.rulePack.rulesStrings.66>
<Combat_MeleeIncludes.rulePack.rulesStrings.67>wince->stumble</Combat_MeleeIncludes.rulePack.rulesStrings.67>
<Combat_MeleeIncludes.rulePack.rulesStrings.68>painstate->in</Combat_MeleeIncludes.rulePack.rulesStrings.68>
<Combat_MeleeIncludes.rulePack.rulesStrings.69>painstate->with</Combat_MeleeIncludes.rulePack.rulesStrings.69>
<Combat_MeleeIncludes.rulePack.rulesStrings.70>painstate->from the</Combat_MeleeIncludes.rulePack.rulesStrings.70>
<Combat_MeleeIncludes.rulePack.rulesStrings.71>painevent(recipient_flesh!=Mechanoid)->[painstate] pain</Combat_MeleeIncludes.rulePack.rulesStrings.71>
<Combat_MeleeIncludes.rulePack.rulesStrings.72>painevent(recipient_flesh!=Mechanoid)->[painstate] agony</Combat_MeleeIncludes.rulePack.rulesStrings.72>
<Combat_MeleeIncludes.rulePack.rulesStrings.73>painevent(recipient_flesh==Normal)->with misery</Combat_MeleeIncludes.rulePack.rulesStrings.73>
<Combat_MeleeIncludes.rulePack.rulesStrings.74>painevent->from the injury</Combat_MeleeIncludes.rulePack.rulesStrings.74>
<Combat_MeleeIncludes.rulePack.rulesStrings.75>painevent->from the wound</Combat_MeleeIncludes.rulePack.rulesStrings.75>
<Combat_MeleeIncludes.rulePack.rulesStrings.76>mortarshell->shell</Combat_MeleeIncludes.rulePack.rulesStrings.76>
<Combat_MeleeIncludes.rulePack.rulesStrings.77>mortarshell->shot</Combat_MeleeIncludes.rulePack.rulesStrings.77>
<Combat_MeleeIncludes.rulePack.rulesStrings.78>mortarshell->projectile</Combat_MeleeIncludes.rulePack.rulesStrings.78>
<Combat_MeleeIncludes.rulePack.rulesStrings.79>mortarshell->explosive</Combat_MeleeIncludes.rulePack.rulesStrings.79>
<Combat_MeleeIncludes.rulePack.rulesStrings.80>mortarshell->bomb</Combat_MeleeIncludes.rulePack.rulesStrings.80>
<Combat_MeleeIncludes.rulePack.rulesStrings.81>mortarshell(p=0.3)->ballistic shell</Combat_MeleeIncludes.rulePack.rulesStrings.81>
<Combat_MeleeIncludes.rulePack.rulesStrings.82>mortarshell(p=0.3)->ballistic shot</Combat_MeleeIncludes.rulePack.rulesStrings.82>
<Combat_MeleeIncludes.rulePack.rulesStrings.83>mortarshell(p=0.3)->ballistic projectile</Combat_MeleeIncludes.rulePack.rulesStrings.83>
<Combat_MeleeIncludes.rulePack.rulesStrings.84>to->to</Combat_MeleeIncludes.rulePack.rulesStrings.84>
<Combat_MeleeIncludes.rulePack.rulesStrings.85>to->into</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_WoundInclude.rulePack.rulesStrings.0>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</Combat_WoundInclude.rulePack.rulesStrings.0>
<Combat_WoundInclude.rulePack.rulesStrings.1>destroyed_targets(recipient_part_destroyed_count==2)->[recipient_part_destroyed0_label] and [recipient_part_destroyed1_label]</Combat_WoundInclude.rulePack.rulesStrings.1>
<Combat_WoundInclude.rulePack.rulesStrings.2>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label], and [recipient_part_destroyed2_label]</Combat_WoundInclude.rulePack.rulesStrings.2>
<Combat_WoundInclude.rulePack.rulesStrings.3>destroyed_targets->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label], [recipient_part_destroyed2_label], and [recipient_part_destroyed3_label]</Combat_WoundInclude.rulePack.rulesStrings.3>
<Combat_WoundInclude.rulePack.rulesStrings.4>damaged_targets(recipient_part_damaged_count==1)->[recipient_part_damaged0_label]</Combat_WoundInclude.rulePack.rulesStrings.4>
<Combat_WoundInclude.rulePack.rulesStrings.5>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label] and [recipient_part_damaged1_label]</Combat_WoundInclude.rulePack.rulesStrings.5>
<Combat_WoundInclude.rulePack.rulesStrings.6>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label], [recipient_part_damaged1_label], and [recipient_part_damaged2_label]</Combat_WoundInclude.rulePack.rulesStrings.6>
<Combat_WoundInclude.rulePack.rulesStrings.7>damaged_targets->[recipient_part_damaged0_label], [recipient_part_damaged1_label], [recipient_part_damaged2_label], and [recipient_part_damaged3_label]</Combat_WoundInclude.rulePack.rulesStrings.7>
<Combat_WoundInclude.rulePack.rulesStrings.8>expertly->expertly</Combat_WoundInclude.rulePack.rulesStrings.8>
<Combat_WoundInclude.rulePack.rulesStrings.9>expertly->adeptly</Combat_WoundInclude.rulePack.rulesStrings.9>
<Combat_WoundInclude.rulePack.rulesStrings.10>expertly->adroitly</Combat_WoundInclude.rulePack.rulesStrings.10>
<Combat_WoundInclude.rulePack.rulesStrings.11>expertly->deftly</Combat_WoundInclude.rulePack.rulesStrings.11>
<Combat_WoundInclude.rulePack.rulesStrings.12>expertly->skillfully</Combat_WoundInclude.rulePack.rulesStrings.12>
<Combat_WoundInclude.rulePack.rulesStrings.13>expertly->slickly</Combat_WoundInclude.rulePack.rulesStrings.13>
<Combat_WoundInclude.rulePack.rulesStrings.14>expertly->professionally</Combat_WoundInclude.rulePack.rulesStrings.14>
<Combat_WoundInclude.rulePack.rulesStrings.15>expertly->aptly</Combat_WoundInclude.rulePack.rulesStrings.15>
<Combat_WoundInclude.rulePack.rulesStrings.16>expertly->dexterously</Combat_WoundInclude.rulePack.rulesStrings.16>
<Combat_WoundInclude.rulePack.rulesStrings.17>expertly->cleverly</Combat_WoundInclude.rulePack.rulesStrings.17>
<Combat_WoundInclude.rulePack.rulesStrings.18>expertly->masterfully</Combat_WoundInclude.rulePack.rulesStrings.18>
<Combat_WoundInclude.rulePack.rulesStrings.19>expertly->artistically</Combat_WoundInclude.rulePack.rulesStrings.19>
<Combat_WoundInclude.rulePack.rulesStrings.20>expertly->with skill</Combat_WoundInclude.rulePack.rulesStrings.20>
<Combat_WoundInclude.rulePack.rulesStrings.21>expertly->with impressive experience</Combat_WoundInclude.rulePack.rulesStrings.21>
<Combat_WoundInclude.rulePack.rulesStrings.22>expertly->with flair</Combat_WoundInclude.rulePack.rulesStrings.22>
<Combat_WoundInclude.rulePack.rulesStrings.23>expertly->with care</Combat_WoundInclude.rulePack.rulesStrings.23>
<Combat_WoundInclude.rulePack.rulesStrings.24>expertly->with precision</Combat_WoundInclude.rulePack.rulesStrings.24>
<Combat_WoundInclude.rulePack.rulesStrings.25>expertly->with proficiency</Combat_WoundInclude.rulePack.rulesStrings.25>
<Combat_WoundInclude.rulePack.rulesStrings.26>expertly->with strength</Combat_WoundInclude.rulePack.rulesStrings.26>
<Combat_WoundInclude.rulePack.rulesStrings.27>expertly->with dexterity</Combat_WoundInclude.rulePack.rulesStrings.27>
<Combat_WoundInclude.rulePack.rulesStrings.28>expertly->with mastery</Combat_WoundInclude.rulePack.rulesStrings.28>
<Combat_WoundInclude.rulePack.rulesStrings.29>expertly->with artistry</Combat_WoundInclude.rulePack.rulesStrings.29>
<Combat_WoundInclude.rulePack.rulesStrings.30>expertly->with professionalism</Combat_WoundInclude.rulePack.rulesStrings.30>
<Combat_WoundInclude.rulePack.rulesStrings.31>expertly->like a virtuoso</Combat_WoundInclude.rulePack.rulesStrings.31>
<Combat_WoundInclude.rulePack.rulesStrings.32>expertly->like an expert</Combat_WoundInclude.rulePack.rulesStrings.32>
<Combat_WoundInclude.rulePack.rulesStrings.33>expertly->like a master</Combat_WoundInclude.rulePack.rulesStrings.33>
<Combat_WoundInclude.rulePack.rulesStrings.34>expertly->like an artist</Combat_WoundInclude.rulePack.rulesStrings.34>
<Combat_WoundInclude.rulePack.rulesStrings.35>expertly->like a pro</Combat_WoundInclude.rulePack.rulesStrings.35>
<Combat_WoundInclude.rulePack.rulesStrings.36>expert->expert</Combat_WoundInclude.rulePack.rulesStrings.36>
<Combat_WoundInclude.rulePack.rulesStrings.37>expert->adept</Combat_WoundInclude.rulePack.rulesStrings.37>
<Combat_WoundInclude.rulePack.rulesStrings.38>expert->adroit</Combat_WoundInclude.rulePack.rulesStrings.38>
<Combat_WoundInclude.rulePack.rulesStrings.39>expert->deft</Combat_WoundInclude.rulePack.rulesStrings.39>
<Combat_WoundInclude.rulePack.rulesStrings.40>expert->skillful</Combat_WoundInclude.rulePack.rulesStrings.40>
<Combat_WoundInclude.rulePack.rulesStrings.41>expert->slick</Combat_WoundInclude.rulePack.rulesStrings.41>
<Combat_WoundInclude.rulePack.rulesStrings.42>expert->professional</Combat_WoundInclude.rulePack.rulesStrings.42>
<Combat_WoundInclude.rulePack.rulesStrings.43>expert->apt</Combat_WoundInclude.rulePack.rulesStrings.43>
<Combat_WoundInclude.rulePack.rulesStrings.44>expert->dexterous</Combat_WoundInclude.rulePack.rulesStrings.44>
<Combat_WoundInclude.rulePack.rulesStrings.45>expert->clever</Combat_WoundInclude.rulePack.rulesStrings.45>
<Combat_WoundInclude.rulePack.rulesStrings.46>expert->masterful</Combat_WoundInclude.rulePack.rulesStrings.46>
<Combat_WoundInclude.rulePack.rulesStrings.47>expert->artistic</Combat_WoundInclude.rulePack.rulesStrings.47>
<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.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_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>
@ -362,6 +368,8 @@
<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>
</LanguageData>

View File

@ -29,6 +29,47 @@
<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>
<!-- 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.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.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.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.3>destroyed_past->damaged_past</Damage_Smoke.rulePack.rulesStrings.3>
</LanguageData>

View File

@ -40,5 +40,29 @@
<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_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_Tornado.rulePack.rulesStrings.0>damageSource->A [spiraling] tornado [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.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>
</LanguageData>

View File

@ -38,6 +38,8 @@
<Maneuver_Slash.rulePack.rulesStrings.34>destroyed_suffix->cleanly</Maneuver_Slash.rulePack.rulesStrings.34>
<Maneuver_Slash.rulePack.rulesStrings.35>destroyed_suffix(target_part_destroyed_count==1)->exposing its inner workings</Maneuver_Slash.rulePack.rulesStrings.35>
<Maneuver_Slash.rulePack.rulesStrings.36>destroyed_suffix(target_part_destroyed_count==1)->slicing it in twain</Maneuver_Slash.rulePack.rulesStrings.36>
<Maneuver_Slash.rulePack.rulesStrings.37>destroyed_suffix(target_part_destroyed_count==1)->exposing its inner workings</Maneuver_Slash.rulePack.rulesStrings.37>
<Maneuver_Slash.rulePack.rulesStrings.38>destroyed_suffix(target_part_destroyed_count==1)->slicing it in twain</Maneuver_Slash.rulePack.rulesStrings.38>
<Maneuver_Stab.rulePack.rulesStrings.0>maneuver_inf(p=4)->stab</Maneuver_Stab.rulePack.rulesStrings.0>
<Maneuver_Stab.rulePack.rulesStrings.1>maneuver_inf->jab</Maneuver_Stab.rulePack.rulesStrings.1>
@ -70,6 +72,32 @@
<Maneuver_Stab.rulePack.rulesStrings.28>destroyed_suffix(target_part_destroyed_count==1)->leaving it leaking gory fluids</Maneuver_Stab.rulePack.rulesStrings.28>
<Maneuver_Stab.rulePack.rulesStrings.29>destroyed_suffix(target_part_destroyed_count==1)->leaving it leaking unrecognizable fluids</Maneuver_Stab.rulePack.rulesStrings.29>
<Maneuver_Smash_Damage.rulePack.rulesStrings.0>damaged_inf(p=4)->smash</Maneuver_Smash_Damage.rulePack.rulesStrings.0>
<Maneuver_Smash_Damage.rulePack.rulesStrings.1>damaged_inf->bash</Maneuver_Smash_Damage.rulePack.rulesStrings.1>
<Maneuver_Smash_Damage.rulePack.rulesStrings.2>damaged_inf->clobber</Maneuver_Smash_Damage.rulePack.rulesStrings.2>
<Maneuver_Smash_Damage.rulePack.rulesStrings.3>damaged_inf->slam</Maneuver_Smash_Damage.rulePack.rulesStrings.3>
<Maneuver_Smash_Damage.rulePack.rulesStrings.4>damaged_inf->strike</Maneuver_Smash_Damage.rulePack.rulesStrings.4>
<Maneuver_Smash_Damage.rulePack.rulesStrings.5>damaged_past(p=4)->smashed</Maneuver_Smash_Damage.rulePack.rulesStrings.5>
<Maneuver_Smash_Damage.rulePack.rulesStrings.6>damaged_past->bashed</Maneuver_Smash_Damage.rulePack.rulesStrings.6>
<Maneuver_Smash_Damage.rulePack.rulesStrings.7>damaged_past->clobbered</Maneuver_Smash_Damage.rulePack.rulesStrings.7>
<Maneuver_Smash_Damage.rulePack.rulesStrings.8>damaged_past->slammed</Maneuver_Smash_Damage.rulePack.rulesStrings.8>
<Maneuver_Smash_Damage.rulePack.rulesStrings.9>damaged_past->struck</Maneuver_Smash_Damage.rulePack.rulesStrings.9>
<Maneuver_Smash_Damage.rulePack.rulesStrings.10>damaged_present->smashing</Maneuver_Smash_Damage.rulePack.rulesStrings.10>
<Maneuver_Smash_Damage.rulePack.rulesStrings.11>damaged_present->bashing</Maneuver_Smash_Damage.rulePack.rulesStrings.11>
<Maneuver_Smash_Damage.rulePack.rulesStrings.12>damaged_present->clobbering</Maneuver_Smash_Damage.rulePack.rulesStrings.12>
<Maneuver_Smash_Damage.rulePack.rulesStrings.13>damaged_present->bruising</Maneuver_Smash_Damage.rulePack.rulesStrings.13>
<Maneuver_Smash_Damage.rulePack.rulesStrings.14>damaged_present->lacerating</Maneuver_Smash_Damage.rulePack.rulesStrings.14>
<Maneuver_Smash_Damage.rulePack.rulesStrings.15>destroyed_past->shattered</Maneuver_Smash_Damage.rulePack.rulesStrings.15>
<Maneuver_Smash_Damage.rulePack.rulesStrings.16>destroyed_past->crushed</Maneuver_Smash_Damage.rulePack.rulesStrings.16>
<Maneuver_Smash_Damage.rulePack.rulesStrings.17>destroyed_past->obliterated</Maneuver_Smash_Damage.rulePack.rulesStrings.17>
<Maneuver_Smash_Damage.rulePack.rulesStrings.18>destroyed_past->annihilated</Maneuver_Smash_Damage.rulePack.rulesStrings.18>
<Maneuver_Smash_Damage.rulePack.rulesStrings.19>destroyed_past->broke</Maneuver_Smash_Damage.rulePack.rulesStrings.19>
<Maneuver_Smash_Damage.rulePack.rulesStrings.20>destroyed_present->shattering</Maneuver_Smash_Damage.rulePack.rulesStrings.20>
<Maneuver_Smash_Damage.rulePack.rulesStrings.21>destroyed_present->crushing</Maneuver_Smash_Damage.rulePack.rulesStrings.21>
<Maneuver_Smash_Damage.rulePack.rulesStrings.22>destroyed_present->obliterating</Maneuver_Smash_Damage.rulePack.rulesStrings.22>
<Maneuver_Smash_Damage.rulePack.rulesStrings.23>destroyed_present->annihilating</Maneuver_Smash_Damage.rulePack.rulesStrings.23>
<Maneuver_Smash_Damage.rulePack.rulesStrings.24>destroyed_present->breaking</Maneuver_Smash_Damage.rulePack.rulesStrings.24>
<Maneuver_Smash.rulePack.rulesStrings.0>maneuver_inf(p=4)->smash</Maneuver_Smash.rulePack.rulesStrings.0>
<Maneuver_Smash.rulePack.rulesStrings.1>maneuver_inf->bash</Maneuver_Smash.rulePack.rulesStrings.1>
<Maneuver_Smash.rulePack.rulesStrings.2>maneuver_inf->clobber</Maneuver_Smash.rulePack.rulesStrings.2>
@ -78,31 +106,29 @@
<Maneuver_Smash.rulePack.rulesStrings.5>maneuver_past(p=4)->smashed</Maneuver_Smash.rulePack.rulesStrings.5>
<Maneuver_Smash.rulePack.rulesStrings.6>maneuver_past->bashed</Maneuver_Smash.rulePack.rulesStrings.6>
<Maneuver_Smash.rulePack.rulesStrings.7>maneuver_past->clobbered</Maneuver_Smash.rulePack.rulesStrings.7>
<Maneuver_Smash.rulePack.rulesStrings.8>maneuver_past->slammed</Maneuver_Smash.rulePack.rulesStrings.8>
<Maneuver_Smash.rulePack.rulesStrings.9>maneuver_past->struck</Maneuver_Smash.rulePack.rulesStrings.9>
<Maneuver_Smash.rulePack.rulesStrings.10>maneuverresult_present->smashing</Maneuver_Smash.rulePack.rulesStrings.10>
<Maneuver_Smash.rulePack.rulesStrings.11>maneuverresult_present->bashing</Maneuver_Smash.rulePack.rulesStrings.11>
<Maneuver_Smash.rulePack.rulesStrings.12>maneuverresult_present->clobbering</Maneuver_Smash.rulePack.rulesStrings.12>
<Maneuver_Smash.rulePack.rulesStrings.13>maneuverresult_present->bruising</Maneuver_Smash.rulePack.rulesStrings.13>
<Maneuver_Smash.rulePack.rulesStrings.14>maneuverresult_present->lacerating</Maneuver_Smash.rulePack.rulesStrings.14>
<Maneuver_Smash.rulePack.rulesStrings.15>flavortext->leaving an enormous bruise</Maneuver_Smash.rulePack.rulesStrings.15>
<Maneuver_Smash.rulePack.rulesStrings.16>flavortext->leaving the area visibly deformed</Maneuver_Smash.rulePack.rulesStrings.16>
<Maneuver_Smash.rulePack.rulesStrings.17>flavortext->and knocking [recipient_objective] off balance</Maneuver_Smash.rulePack.rulesStrings.17>
<Maneuver_Smash.rulePack.rulesStrings.18>flavortext->and knocking [recipient_objective] to the side</Maneuver_Smash.rulePack.rulesStrings.18>
<Maneuver_Smash.rulePack.rulesStrings.19>destroyed_past->shattered</Maneuver_Smash.rulePack.rulesStrings.19>
<Maneuver_Smash.rulePack.rulesStrings.20>destroyed_past->crushed</Maneuver_Smash.rulePack.rulesStrings.20>
<Maneuver_Smash.rulePack.rulesStrings.21>destroyed_past->obliterated</Maneuver_Smash.rulePack.rulesStrings.21>
<Maneuver_Smash.rulePack.rulesStrings.22>destroyed_past->annihilated</Maneuver_Smash.rulePack.rulesStrings.22>
<Maneuver_Smash.rulePack.rulesStrings.23>destroyed_past->broke</Maneuver_Smash.rulePack.rulesStrings.23>
<Maneuver_Smash.rulePack.rulesStrings.24>destroyed_present->shattering</Maneuver_Smash.rulePack.rulesStrings.24>
<Maneuver_Smash.rulePack.rulesStrings.25>destroyed_present->crushing</Maneuver_Smash.rulePack.rulesStrings.25>
<Maneuver_Smash.rulePack.rulesStrings.26>destroyed_present->obliterating</Maneuver_Smash.rulePack.rulesStrings.26>
<Maneuver_Smash.rulePack.rulesStrings.27>destroyed_present->annihilating</Maneuver_Smash.rulePack.rulesStrings.27>
<Maneuver_Smash.rulePack.rulesStrings.28>destroyed_present->breaking</Maneuver_Smash.rulePack.rulesStrings.28>
<Maneuver_Smash.rulePack.rulesStrings.29>destroyed_suffix->[to] pieces</Maneuver_Smash.rulePack.rulesStrings.29>
<Maneuver_Smash.rulePack.rulesStrings.30>destroyed_suffix->[to] bits</Maneuver_Smash.rulePack.rulesStrings.30>
<Maneuver_Smash.rulePack.rulesStrings.31>destroyed_suffix->[to] a fine mist</Maneuver_Smash.rulePack.rulesStrings.31>
<Maneuver_Smash.rulePack.rulesStrings.32>destroyed_suffix->[to] fragments</Maneuver_Smash.rulePack.rulesStrings.32>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.0>damaged_inf(p=4)->scratch</Maneuver_Scratch_Damage.rulePack.rulesStrings.0>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.1>damaged_inf->lacerate</Maneuver_Scratch_Damage.rulePack.rulesStrings.1>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.2>damaged_inf->tear</Maneuver_Scratch_Damage.rulePack.rulesStrings.2>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.3>damaged_inf->cut</Maneuver_Scratch_Damage.rulePack.rulesStrings.3>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.4>damaged_past(p=4)->scratched</Maneuver_Scratch_Damage.rulePack.rulesStrings.4>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.5>damaged_past->lacerated</Maneuver_Scratch_Damage.rulePack.rulesStrings.5>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.6>damaged_past->tore</Maneuver_Scratch_Damage.rulePack.rulesStrings.6>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.7>damaged_past->cut</Maneuver_Scratch_Damage.rulePack.rulesStrings.7>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.8>damaged_present->scratching</Maneuver_Scratch_Damage.rulePack.rulesStrings.8>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.9>damaged_present->lacerating</Maneuver_Scratch_Damage.rulePack.rulesStrings.9>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.10>damaged_present->tearing</Maneuver_Scratch_Damage.rulePack.rulesStrings.10>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.11>damaged_present->cutting</Maneuver_Scratch_Damage.rulePack.rulesStrings.11>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.12>destroyed_past->mauled</Maneuver_Scratch_Damage.rulePack.rulesStrings.12>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.13>destroyed_past->lacerated</Maneuver_Scratch_Damage.rulePack.rulesStrings.13>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.14>destroyed_past->tore off</Maneuver_Scratch_Damage.rulePack.rulesStrings.14>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.15>destroyed_past->shredded</Maneuver_Scratch_Damage.rulePack.rulesStrings.15>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.16>destroyed_past->ripped</Maneuver_Scratch_Damage.rulePack.rulesStrings.16>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.17>destroyed_present->mauling</Maneuver_Scratch_Damage.rulePack.rulesStrings.17>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.18>destroyed_present->lacerating</Maneuver_Scratch_Damage.rulePack.rulesStrings.18>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.19>destroyed_present->tearing off</Maneuver_Scratch_Damage.rulePack.rulesStrings.19>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.20>destroyed_present->shredding</Maneuver_Scratch_Damage.rulePack.rulesStrings.20>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.21>destroyed_present->ripping</Maneuver_Scratch_Damage.rulePack.rulesStrings.21>
<Maneuver_Scratch.rulePack.rulesStrings.0>maneuver_inf(p=4)->scratch</Maneuver_Scratch.rulePack.rulesStrings.0>
<Maneuver_Scratch.rulePack.rulesStrings.1>maneuver_inf->lacerate</Maneuver_Scratch.rulePack.rulesStrings.1>
@ -117,26 +143,6 @@
<Maneuver_Scratch.rulePack.rulesStrings.10>maneuverresult_present->tearing</Maneuver_Scratch.rulePack.rulesStrings.10>
<Maneuver_Scratch.rulePack.rulesStrings.11>maneuverresult_present->cutting</Maneuver_Scratch.rulePack.rulesStrings.11>
<Maneuver_Scratch.rulePack.rulesStrings.12>woundname->wound</Maneuver_Scratch.rulePack.rulesStrings.12>
<Maneuver_Scratch.rulePack.rulesStrings.13>woundname(p=0.3)->opening</Maneuver_Scratch.rulePack.rulesStrings.13>
<Maneuver_Scratch.rulePack.rulesStrings.14>flavortext->and exposing the flesh underneath</Maneuver_Scratch.rulePack.rulesStrings.14>
<Maneuver_Scratch.rulePack.rulesStrings.15>flavortext->and leaving a gory [woundname]</Maneuver_Scratch.rulePack.rulesStrings.15>
<Maneuver_Scratch.rulePack.rulesStrings.16>flavortext->with blood dripping from the [woundname]</Maneuver_Scratch.rulePack.rulesStrings.16>
<Maneuver_Scratch.rulePack.rulesStrings.17>destroyed_past->mauled</Maneuver_Scratch.rulePack.rulesStrings.17>
<Maneuver_Scratch.rulePack.rulesStrings.18>destroyed_past->lacerated</Maneuver_Scratch.rulePack.rulesStrings.18>
<Maneuver_Scratch.rulePack.rulesStrings.19>destroyed_past->tore</Maneuver_Scratch.rulePack.rulesStrings.19>
<Maneuver_Scratch.rulePack.rulesStrings.20>destroyed_past->shredded</Maneuver_Scratch.rulePack.rulesStrings.20>
<Maneuver_Scratch.rulePack.rulesStrings.21>destroyed_past->ripped</Maneuver_Scratch.rulePack.rulesStrings.21>
<Maneuver_Scratch.rulePack.rulesStrings.22>destroyed_present->mauling</Maneuver_Scratch.rulePack.rulesStrings.22>
<Maneuver_Scratch.rulePack.rulesStrings.23>destroyed_present->lacerating</Maneuver_Scratch.rulePack.rulesStrings.23>
<Maneuver_Scratch.rulePack.rulesStrings.24>destroyed_present->tearing</Maneuver_Scratch.rulePack.rulesStrings.24>
<Maneuver_Scratch.rulePack.rulesStrings.25>destroyed_present->shredding</Maneuver_Scratch.rulePack.rulesStrings.25>
<Maneuver_Scratch.rulePack.rulesStrings.26>destroyed_present->ripping</Maneuver_Scratch.rulePack.rulesStrings.26>
<Maneuver_Scratch.rulePack.rulesStrings.27>destroyed_suffix->[to] messy strips</Maneuver_Scratch.rulePack.rulesStrings.27>
<Maneuver_Scratch.rulePack.rulesStrings.28>destroyed_suffix->[to] strips</Maneuver_Scratch.rulePack.rulesStrings.28>
<Maneuver_Scratch.rulePack.rulesStrings.29>destroyed_suffix->[to] messy pieces</Maneuver_Scratch.rulePack.rulesStrings.29>
<Maneuver_Scratch.rulePack.rulesStrings.30>destroyed_suffix->[to] pieces</Maneuver_Scratch.rulePack.rulesStrings.30>
<Maneuver_Scratch.rulePack.rulesStrings.31>destroyed_suffix->[to] fragments</Maneuver_Scratch.rulePack.rulesStrings.31>
<Maneuver_Scratch.rulePack.rulesStrings.32>destroyed_suffix->[to] a pile of gore</Maneuver_Scratch.rulePack.rulesStrings.32>
<Poke.rulePack.rulesStrings.0>maneuver_inf(p=2)->poke</Poke.rulePack.rulesStrings.0>
<Poke.rulePack.rulesStrings.1>maneuver_inf(p=2)->jab</Poke.rulePack.rulesStrings.1>
@ -179,6 +185,29 @@
<Bite.rulePack.rulesStrings.4>destroyed_past->devoured</Bite.rulePack.rulesStrings.4>
<Bite.rulePack.rulesStrings.5>destroyed_present->devouring</Bite.rulePack.rulesStrings.5>
<Bite.rulePack.rulesStrings.6>destroyed_suffix->to shreds</Bite.rulePack.rulesStrings.6>
<Bite.rulePack.rulesStrings.7>damaged_past->tore</Bite.rulePack.rulesStrings.7>
<Bite.rulePack.rulesStrings.8>maneuver_present->biting</Bite.rulePack.rulesStrings.8>
<Bite.rulePack.rulesStrings.9>maneuver_present->chomping</Bite.rulePack.rulesStrings.9>
<Bite.rulePack.rulesStrings.10>maneuver_present->nipped</Bite.rulePack.rulesStrings.10>
<Bite.rulePack.rulesStrings.11>maneuver_present->gnawing</Bite.rulePack.rulesStrings.11>
<Bite.rulePack.rulesStrings.12>maneuver_present->tearing</Bite.rulePack.rulesStrings.12>
<Bite.rulePack.rulesStrings.13>flavortextconsequence(recipient_flesh!=Mechanoid)->exposing the flesh underneath</Bite.rulePack.rulesStrings.13>
<Bite.rulePack.rulesStrings.14>flavortextconsequence(recipient_flesh==Mechanoid)->exposing the machinery underneath</Bite.rulePack.rulesStrings.14>
<Bite.rulePack.rulesStrings.15>flavortextconsequence(recipient_flesh!=Mechanoid)->leaving grisly tears in the skin</Bite.rulePack.rulesStrings.15>
<Bite.rulePack.rulesStrings.16>flavortextconsequence(recipient_flesh==Mechanoid)->leaving grisly tears in the metal</Bite.rulePack.rulesStrings.16>
<Bite.rulePack.rulesStrings.17>destroyed_past->devoured</Bite.rulePack.rulesStrings.17>
<Bite.rulePack.rulesStrings.18>destroyed_past->separated</Bite.rulePack.rulesStrings.18>
<Bite.rulePack.rulesStrings.19>destroyed_past->ripped</Bite.rulePack.rulesStrings.19>
<Bite.rulePack.rulesStrings.20>destroyed_past->ravaged</Bite.rulePack.rulesStrings.20>
<Bite.rulePack.rulesStrings.21>destroyed_present->devouring</Bite.rulePack.rulesStrings.21>
<Bite.rulePack.rulesStrings.22>destroyed_present->separating</Bite.rulePack.rulesStrings.22>
<Bite.rulePack.rulesStrings.23>destroyed_present->ripping</Bite.rulePack.rulesStrings.23>
<Bite.rulePack.rulesStrings.24>destroyed_present->ravaging</Bite.rulePack.rulesStrings.24>
<Bite.rulePack.rulesStrings.25>destroyed_suffix->[to] shreds</Bite.rulePack.rulesStrings.25>
<Bite.rulePack.rulesStrings.26>destroyed_suffix->[to] pieces</Bite.rulePack.rulesStrings.26>
<Bite.rulePack.rulesStrings.27>destroyed_suffix->[to] strips</Bite.rulePack.rulesStrings.27>
<Bite.rulePack.rulesStrings.28>destroyed_suffix(recipient_flesh!=Mechanoid)->[to] messy strips</Bite.rulePack.rulesStrings.28>
<Bite.rulePack.rulesStrings.29>destroyed_suffix(recipient_flesh!=Mechanoid)->[to] an unrecognizable mess</Bite.rulePack.rulesStrings.29>
</LanguageData>

View File

@ -143,11 +143,24 @@
<NamerSwamp.rulePack.rulesStrings.6>suffix->marsh</NamerSwamp.rulePack.rulesStrings.6>
<NamerSwamp.rulePack.rulesStrings.7>suffix->fen</NamerSwamp.rulePack.rulesStrings.7>
<NamerTropicalRainforest.rulePack.rulesStrings.0>suffix(p=6)->rainforest</NamerTropicalRainforest.rulePack.rulesStrings.0>
<NamerTropicalRainforest.rulePack.rulesStrings.1>suffix(p=3)->jungle</NamerTropicalRainforest.rulePack.rulesStrings.1>
<NamerTropicalRainforest.rulePack.rulesStrings.2>suffix->forest</NamerTropicalRainforest.rulePack.rulesStrings.2>
<NamerTropicalRainforest.rulePack.rulesStrings.3>suffix->grove</NamerTropicalRainforest.rulePack.rulesStrings.3>
<NamerTropicalRainforest.rulePack.rulesStrings.4>suffix->woodland</NamerTropicalRainforest.rulePack.rulesStrings.4>
<NamerTropicalRainforest.rulePack.rulesStrings.5>suffix->tangle</NamerTropicalRainforest.rulePack.rulesStrings.5>
<NamerForest.rulePack.rulesStrings.0>suffix(p=6)->forest</NamerForest.rulePack.rulesStrings.0>
<NamerForest.rulePack.rulesStrings.1>suffix->grove</NamerForest.rulePack.rulesStrings.1>
<NamerForest.rulePack.rulesStrings.2>suffix->wetlands</NamerForest.rulePack.rulesStrings.2>
<NamerForest.rulePack.rulesStrings.3>suffix->taiga</NamerForest.rulePack.rulesStrings.3>
<NamerForest.rulePack.rulesStrings.4>suffix->woodland</NamerForest.rulePack.rulesStrings.4>
<NamerBorealForest.rulePack.rulesStrings.0>suffix(p=6)->forest</NamerBorealForest.rulePack.rulesStrings.0>
<NamerBorealForest.rulePack.rulesStrings.1>suffix(p=3)->taiga</NamerBorealForest.rulePack.rulesStrings.1>
<NamerBorealForest.rulePack.rulesStrings.2>suffix->grove</NamerBorealForest.rulePack.rulesStrings.2>
<NamerBorealForest.rulePack.rulesStrings.3>suffix->woodland</NamerBorealForest.rulePack.rulesStrings.3>
<NamerBorealForest.rulePack.rulesStrings.4>suffix->tangle</NamerBorealForest.rulePack.rulesStrings.4>
<NamerBorealForest.rulePack.rulesStrings.5>suffix->thicket</NamerBorealForest.rulePack.rulesStrings.5>
<NamerAridShrubland.rulePack.rulesStrings.0>suffix(p=4)->shrubland</NamerAridShrubland.rulePack.rulesStrings.0>
<NamerAridShrubland.rulePack.rulesStrings.1>suffix(p=4)->scrubland</NamerAridShrubland.rulePack.rulesStrings.1>

View File

@ -4,6 +4,8 @@
<Transition_Include.rulePack.rulesStrings.0>duetoa->due to</Transition_Include.rulePack.rulesStrings.0>
<Transition_Include.rulePack.rulesStrings.1>duetoa(p=0.5)->because of</Transition_Include.rulePack.rulesStrings.1>
<Transition_Include.rulePack.rulesStrings.2>duetoa(p=0.5)->thanks to</Transition_Include.rulePack.rulesStrings.2>
<Transition_Include.rulePack.rulesStrings.3>subject_definite->[subject_labelDefinite]</Transition_Include.rulePack.rulesStrings.3>
<Transition_Include.rulePack.rulesStrings.4>subject_definite->[subject_nameShortDef]</Transition_Include.rulePack.rulesStrings.4>
<Transition_Downed.rulePack.rulesStrings.0>logentry->[culpritHediff_labelNoun] caused [subject_nameShortDef] to [collapsemeta].</Transition_Downed.rulePack.rulesStrings.0>
<Transition_Downed.rulePack.rulesStrings.1>logentry->[culpritHediff_labelNoun] in the [culpritHediff_target_label] caused [subject_nameShortDef] to [collapsemeta].</Transition_Downed.rulePack.rulesStrings.1>
@ -28,6 +30,13 @@
<Transition_Downed.rulePack.rulesStrings.20>collapsemeta(p=0.5)->[collapse] [helplessly]</Transition_Downed.rulePack.rulesStrings.20>
<Transition_Downed.rulePack.rulesStrings.21>collapsedmeta->[collapsed]</Transition_Downed.rulePack.rulesStrings.21>
<Transition_Downed.rulePack.rulesStrings.22>collapsedmeta(p=0.5)->[collapsed] [helplessly]</Transition_Downed.rulePack.rulesStrings.22>
<Transition_Downed.rulePack.rulesStrings.23>helplessly(subject_flesh!=Mechanoid)->weakly</Transition_Downed.rulePack.rulesStrings.23>
<Transition_Downed.rulePack.rulesStrings.24>helplessly(subject_flesh!=Mechanoid)->feebly</Transition_Downed.rulePack.rulesStrings.24>
<Transition_Downed.rulePack.rulesStrings.25>helplessly(subject_flesh==Mechanoid)->uncontrollably</Transition_Downed.rulePack.rulesStrings.25>
<Transition_Downed.rulePack.rulesStrings.26>collapsemeta->[collapse]</Transition_Downed.rulePack.rulesStrings.26>
<Transition_Downed.rulePack.rulesStrings.27>collapsemeta(p=0.5)->[collapse] [helplessly]</Transition_Downed.rulePack.rulesStrings.27>
<Transition_Downed.rulePack.rulesStrings.28>collapsedmeta->[collapsed]</Transition_Downed.rulePack.rulesStrings.28>
<Transition_Downed.rulePack.rulesStrings.29>collapsedmeta(p=0.5)->[collapsed] [helplessly]</Transition_Downed.rulePack.rulesStrings.29>
<Transition_DiedInclude.rulePack.rulesStrings.0>logentry(p=1.5)->[culpritHediff_labelNoun] caused [subject_nameShortDef] to [die].</Transition_DiedInclude.rulePack.rulesStrings.0>
<Transition_DiedInclude.rulePack.rulesStrings.1>logentry(p=1.5)->[culpritHediff_labelNoun] in the [culpritHediff_target_label] caused [subject_nameShortDef] to [die].</Transition_DiedInclude.rulePack.rulesStrings.1>
@ -35,6 +44,7 @@
<Transition_DiedInclude.rulePack.rulesStrings.3>logentry->[subject_nameShortDef] [died] [duetoa] [culpritHediff_labelNoun] in the [culpritHediff_target_label] [flavorsuffix].</Transition_DiedInclude.rulePack.rulesStrings.3>
<Transition_DiedInclude.rulePack.rulesStrings.4>logentry->[subject_nameShortDef] [died] [duetoa] [culpritHediff_labelNoun] in [subject_possessive] [culpritHediff_target_label] [flavorsuffix].</Transition_DiedInclude.rulePack.rulesStrings.4>
<Transition_DiedInclude.rulePack.rulesStrings.5>logentry(p=0.1)->[subject_nameShortDef] [died] [suffixflavor].</Transition_DiedInclude.rulePack.rulesStrings.5>
<Transition_DiedInclude.rulePack.rulesStrings.6>logentry->[subject_definite] [died] [suffixflavor].</Transition_DiedInclude.rulePack.rulesStrings.6>
<Transition_Died.rulePack.rulesStrings.0>die(p=2)->die</Transition_Died.rulePack.rulesStrings.0>
<Transition_Died.rulePack.rulesStrings.1>die->perish</Transition_Died.rulePack.rulesStrings.1>
@ -43,6 +53,10 @@
<Transition_Died.rulePack.rulesStrings.4>died(p=2)->died</Transition_Died.rulePack.rulesStrings.4>
<Transition_Died.rulePack.rulesStrings.5>died->perished</Transition_Died.rulePack.rulesStrings.5>
<Transition_Died.rulePack.rulesStrings.6>died->expired</Transition_Died.rulePack.rulesStrings.6>
<Transition_Died.rulePack.rulesStrings.7>died->perished</Transition_Died.rulePack.rulesStrings.7>
<Transition_Died.rulePack.rulesStrings.8>died(subject_flesh!=Mechanoid)->expired</Transition_Died.rulePack.rulesStrings.8>
<Transition_Died.rulePack.rulesStrings.9>died(subject_flesh==Mechanoid)->shut down</Transition_Died.rulePack.rulesStrings.9>
<Transition_Died.rulePack.rulesStrings.10>died(subject_flesh==Mechanoid)->stopped functioning</Transition_Died.rulePack.rulesStrings.10>
<Transition_DiedExplosive.rulePack.rulesStrings.0>die(p=3)->explode [flavor]</Transition_DiedExplosive.rulePack.rulesStrings.0>
<Transition_DiedExplosive.rulePack.rulesStrings.1>die(p=3)->explode [flavorsuffix]</Transition_DiedExplosive.rulePack.rulesStrings.1>

View File

@ -15,10 +15,12 @@
<MeleeWeapon_Club.label>棍子</MeleeWeapon_Club.label>
<MeleeWeapon_Club.description>人类最古老的武器,一根整过形的棍子。棍子的一头较重,用于将敌人击打致死。原始而有效。</MeleeWeapon_Club.description>
<MeleeWeapon_Club.tools.0.label>handle</MeleeWeapon_Club.tools.0.label>
<MeleeWeapon_Club.tools.1.label>head</MeleeWeapon_Club.tools.1.label>
<MeleeWeapon_Mace.label>钉头锤</MeleeWeapon_Mace.label>
<MeleeWeapon_Mace.description>一根精致的棍棒,在挥舞和杀伤上有特别的设计。</MeleeWeapon_Mace.description>
<MeleeWeapon_Mace.tools.0.label>handle</MeleeWeapon_Mace.tools.0.label>
<MeleeWeapon_Mace.tools.1.label>head</MeleeWeapon_Mace.tools.1.label>
<MeleeWeapon_Gladius.label>短剑</MeleeWeapon_Gladius.label>
<MeleeWeapon_Gladius.description>一种样式古老的短剑。劈砍或戳刺都非常有效。</MeleeWeapon_Gladius.description>

View File

@ -155,4 +155,5 @@
<ItemStashSitePart_Nothing>{0}说藏匿点没有人看守。</ItemStashSitePart_Nothing>
<ItemStashSitePart_Part>{0}说{1}。</ItemStashSitePart_Part>
</LanguageData>