519 lines
32 KiB
XML
519 lines
32 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<Combat_MeleeIncludes.rulePack.rulesStrings>
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<li>logentry->[action],[result]。</li>
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<li>logentry(p=0.2)->[action]。</li>
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<li>implement(implementOwnerType==weapon,p=2)->[initiator_possessive][weapon_label]的[tool_label]</li>
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<li>implement(implementOwnerType==weapon,p=1)->[initiator_possessive][weapon_label]</li>
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<li>implement(implementOwnerType==weapon,p=1)->一个[weapon_label]的[tool_label]</li>
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<li>implement(implementOwnerType==weapon,p=0.5)->一个[weapon_label]</li>
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<li>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive][tool_label]</li>
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<li>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive][bodypart_adjective][tool_label]</li>
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<li>implement(implementOwnerType==hediff,p=2)->[initiator_possessive][weapon_label]的[tool_label]</li>
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<li>implement(implementOwnerType==hediff,p=1)->[initiator_possessive][weapon_label]</li>
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<li>implement(implementOwnerType==hediff,p=1)->[initiator_possessive][tool_label]</li>
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<li>bodypart_adjective->坚硬的</li>
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<li>bodypart_adjective->强大的</li>
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<li>bodypart_adjective->有力的</li>
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<li>bodypart_adjective->强硬的</li>
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<li>bodypart_adjective->有力的</li>
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<li>bodypart_adjective->坚固的</li>
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<li>bodypart_adjective->结实的</li>
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<li>bodypart_adjective->强健的</li>
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<li>bodypart_adjective->可靠的</li>
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<li>bodypart_adjective->顽强的</li>
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<li>bodypart_adjective(initiator_flesh==True)->满是老茧的</li>
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<li>bodypart_adjective->结实的</li>
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<li>targetlist(recipient_part_count==1)->[recipient_part0_label]</li>
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<li>targetlist(recipient_part_count==2)->[recipient_part0_label]和[recipient_part1_label]</li>
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<li>targetlist(recipient_part_count==3)->[recipient_part0_label],[recipient_part1_label]和[recipient_part2_label]</li>
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<li>targetlist->[recipient_part0_label],[recipient_part1_label],[recipient_part2_label]和[recipient_part3_label]</li>
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<li>damaged_present->流血</li>
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<li>damaged_present->伤害</li>
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<li>destroyed(p=0.5)->摧毁了</li>
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<li>destroyed(p=0.5)->伤害了</li>
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<li>destroyed(p=0.5)->毁灭了</li>
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<li>destroyed(p=0.5)->损伤了</li>
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<li>result(p=0.5)->[damaged_present][recipient_possessive][targetlist]</li>
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<li>result(p=0.2)->[flavortextadverb][damaged_present][recipient_possessive][targetlist]</li>
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<li>result(p=10000)->[damaged_present][recipient_possessive][targetlist],[flavortextsituation]</li>
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<li>result(p=0.2)->[damaged_present][recipient_possessive][targetlist]和[flavortextconsequence]</li>
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<li>flavortextadverb->痛苦的</li>
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<li>flavortextadverb->野蛮的</li>
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<li>flavortextadverb->可怕的</li>
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<li>flavortextadverb->粗野的</li>
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<li>flavortextadverb->猛烈的</li>
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<li>flavortextadverb->冷酷的</li>
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<li>flavortextadverb->残忍的</li>
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<li>flavortextadverb->邪恶的</li>
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<li>flavortextadverb->毫不留情的</li>
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<li>flavortextadverb->无情的</li>
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<li>flavortextsituation(recipient_flesh!=Mechanoid)->喷出了血</li>
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<li>flavortextsituation(recipient_flesh==Mechanoid)->溅出了碎片</li>
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<li>flavortextsituation->看上去麻木了</li>
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<li>flavortextsituation->看上去茫然了</li>
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</Combat_MeleeIncludes.rulePack.rulesStrings>
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<Combat_MeleeDamageIncludes.rulePack.rulesStrings>
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<li>result(p=0.5)->[damaged_present] [RECIPIENT_possessive] [targetlist]</li>
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<li>result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] [adverb_flavortext]</li>
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<li>result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] [flavortext_situation]</li>
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<li>result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] and [flavortext_consequence]</li>
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<li>adverb_flavortext->painfully</li>
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<li>adverb_flavortext->brutally</li>
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<li>adverb_flavortext->horribly</li>
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<li>adverb_flavortext->agonizingly</li>
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<li>adverb_flavortext->fiercely</li>
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<li>adverb_flavortext->ruthlessly</li>
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<li>adverb_flavortext->savagely</li>
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<li>adverb_flavortext->viciously</li>
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<li>adverb_flavortext->mercilessly</li>
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<li>adverb_flavortext->heartlessly</li>
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<li>flavortext_situation(recipient_flesh!=Mechanoid)->in an explosion of gore</li>
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<li>flavortext_situation(recipient_flesh==Mechanoid)->in an explosion of scrap</li>
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<li>flavortext_situation->without emotion</li>
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<li>flavortext_situation(p=0.4)->while wearing a blank look</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->while wearing a savage look</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->while wearing a [AdjectiveBadass] look</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->while grimacing</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->while laughing</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->while smirking</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->leaving a disgusting wound</li>
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<li>flavortext_consequence->leaving a horrific wound</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->making [RECIPIENT_objective] [wince] [painevent]</li>
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<li>flavortext_consequence(p=0.2)->throwing [RECIPIENT_objective] off balance</li>
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</Combat_MeleeDamageIncludes.rulePack.rulesStrings>
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<Combat_WoundIncludes.rulePack.rulesStrings>
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<li>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</li>
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<li>destroyed_targets(recipient_part_destroyed_count==2)->[recipient_part_destroyed0_label]和[recipient_part_destroyed1_label]</li>
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<li>destroyed_targets(recipient_part_destroyed_count==3)->[recipient_part_destroyed0_label], [recipient_part_destroyed1_label]和[recipient_part_destroyed2_label]</li>
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<li>destroyed_targets->[recipient_part_destroyed0_label],[recipient_part_destroyed1_label], [recipient_part_destroyed2_label]和[recipient_part_destroyed3_label]</li>
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<li>damaged_targets(recipient_part_damaged_count==1)->[recipient_part_damaged0_label]</li>
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<li>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label]和[recipient_part_damaged1_label]</li>
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<li>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label],[recipient_part_damaged1_label]和[recipient_part_damaged2_label]</li>
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<li>damaged_targets->[recipient_part_damaged0_label],[recipient_part_damaged1_label],[recipient_part_damaged2_label]和[recipient_part_damaged3_label]</li>
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<li>expertly->熟练的</li>
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<li>expertly->老练的</li>
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<li>expertly->敏捷的</li>
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<li>expertly->灵巧的</li>
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<li>expertly->巧妙的</li>
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<li>expertly->灵活的</li>
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<li>expertly->专业的</li>
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<li>expertly->恰到好处的</li>
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<li>expertly->机敏的</li>
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<li>expertly->聪明的</li>
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<li>expertly->精妙的</li>
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<li>expertly->艺术般的</li>
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<li>expertly->以娴熟的技巧</li>
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<li>expertly->以丰富的经验</li>
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<li>expertly->以惊人的天赋</li>
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<li>expertly->谨慎的</li>
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<li>expertly->精确的</li>
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<li>expertly->熟练的</li>
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<li>expertly->强力的</li>
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<li>expertly->灵巧的</li>
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<li>expertly->精妙的</li>
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<li>expertly->艺术般的</li>
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<li>expertly->以丰富的经验</li>
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<li>expertly->如同行家里手</li>
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<li>expertly->如同一个专家</li>
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<li>expertly->如同支配者</li>
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<li>expertly->像一个艺术家</li>
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<li>expertly->专家般的</li>
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<li>expert->精巧的</li>
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<li>expert->内行的</li>
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<li>expert->熟练的</li>
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<li>expert->灵巧的</li>
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<li>expert->熟练的</li>
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<li>expert->灵活的</li>
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<li>expert->专家级的</li>
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<li>expert->灵敏的</li>
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<li>expert->敏捷的</li>
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<li>expert->聪明的</li>
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<li>expert->娴熟的</li>
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<li>expert->艺术般的</li>
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</Combat_WoundIncludes.rulePack.rulesStrings>
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<Combat_DeflectIncludes.rulePack.rulesStrings>
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<li>scraped_present->glancing</li>
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<li>scraped_present->bouncing</li>
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<li>scraped_present->grazing</li>
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<li>scraped_present->caroming</li>
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<li>scraped_present->skipping</li>
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<li>scraped_present->skating</li>
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<li>scraped_past->glanced</li>
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<li>scraped_past->bounced</li>
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<li>scraped_past->grazed</li>
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<li>scraped_past->caromed</li>
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<li>scraped_past->skipped</li>
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<li>scraped_past->skated</li>
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</Combat_DeflectIncludes.rulePack.rulesStrings>
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<Combat_Hit.rulePack.rulesStrings>
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<li>logentry(p=0.3)->[initiator_definite][damaged_past][recipient_definite],击中了[recipient_part0_label]。</li>
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<li>logentry(p=0.1)->[initiator_definite][damaged_past][recipient_definite],[flavortextadverb]击中了[recipient_part0_label]。</li>
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<li>logentry(p=0.1)->[initiator_definite][damaged_past][recipient_definite],在[recipient_part0_label]上面[flavortextsituation]。</li>
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<li>logentry(p=0.1)->[initiator_definite][damaged_past][recipient_definite]的[recipient_part0_label], [flavortextconsequence]。</li>
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<li>logentry(p=0.4)->[initiator_definite],使用[initiator_possessive][expertly][weapon_label],[flavortextadverb][damaged_past][recipient_definite]的[recipient_part0_label]。</li>
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<li>logentry(p=0.3)->[initiator_definite][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
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<li>logentry(p=0.3)->[initiator_definite][destroyed_past][recipient_definite]的[destroyed_targets],成为[destroyed_suffix]。</li>
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<li>logentry(p=0.3)->[initiator_definite][expertly][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
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<li>logentry(p=0.3)->[initiator_definite]用[implement][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
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<li>result(p=1,recipient_part_damaged_count==0)->[destroyed_present][recipient_possessive][destroyed_targets]</li>
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<li>result(p=1,recipient_part_destroyed_count==0)->[damaged_present][recipient_possessive][damaged_targets]</li>
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<li>result(p=1)->[destroyed_present][recipient_possessive][destroyed_targets]并且[damaged_present][recipient_possessive][damaged_targets]</li>
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<li>action(p=0.3)->[initiator_definite]使用[implement][damaged_inf][recipient_definite]</li>
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<li>action(p=0.3)->[initiator_definite]使用[implement]来[damaged_inf][recipient_definite]</li>
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<li>action->[initiator_definite]以[implement][damaged_past][recipient_definite]</li>
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<li>action(p=0.6)->[initiator_definite][damaged_past][recipient_definite]</li>
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<li>action(p=0.6)->[INITIATOR_definite] [damaged_past] [RECIPIENT_definite]</li>
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</Combat_Hit.rulePack.rulesStrings>
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<Combat_Deflect.rulePack.rulesStrings>
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<li>r_logentry(p=1)->[INITIATOR_definite] [damaged_past] [at] [RECIPIENT_definite] in the [RECIPIENT_part0_label] [deflected_result].</li>
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<li>r_logentry(p=0.3)->[INITIATOR_definite], wielding [INITIATOR_possessive] [WEAPON_label] [expertly], [damaged_past] [RECIPIENT_definite] in the [RECIPIENT_part0_label] [deflected_result].</li>
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<li>r_logentry(p=0.3)->[INITIATOR_definite] hit [RECIPIENT_definite] with a [damaged_inf] from [implement] [deflected_result].</li>
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<li>r_logentry(p=0.3)->[INITIATOR_definite] used [implement] to [damaged_inf] [RECIPIENT_definite] [deflected_result].</li>
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<li>r_logentry(p=0.6)->[INITIATOR_definite] [damaged_past] [at] [RECIPIENT_definite] with [implement] [deflected_result].</li>
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<li>r_logentry(p=0.6)->[INITIATOR_definite] [damaged_past] [at] [RECIPIENT_definite] [deflected_result].</li>
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<li>at-></li>
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<li>at->at</li>
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<li>deflected_result-> [adverb_deflected]</li>
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<li>deflected_result->, [deflected_consequence]</li>
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<li>adverb_deflected_opt(p=4)-></li>
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<li>adverb_deflected_opt->[adverb_deflected]</li>
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<li>adverb_deflected->harmlessly</li>
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<li>adverb_deflected->uselessly</li>
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<li>deflected_consequence->but the [TOOL_label] [scraped_past] off [adverb_deflected_opt]</li>
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<li>deflected_consequence->[scraped_present] off [RECIPIENT_possessive] armor [adverb_deflected_opt]</li>
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<li>scraped_present->scraping</li>
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<li>scraped_present->sliding</li>
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<li>scraped_past->scraped</li>
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<li>scraped_past->slid</li>
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</Combat_Deflect.rulePack.rulesStrings>
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<Combat_FailIncludes.rulePack.rulesStrings>
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<li>action->[initiator_definite][tried][damaged_inf][recipient_definite]</li>
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<li>action->[initiator_definite][tried]用[implement][damaged_inf][recipient_definite]</li>
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<li>action->[initiator_definite][tried]使用[implement]来[damaged_inf][recipient_definite]</li>
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<li>action->[initiator_definite]在[recipient_definite]面前,挥舞[initiator_possessive][weapon_label]</li>
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<li>action(p=0.3)->[initiator_definite][genericattackverb]武器,将[implement][towardsat][recipient_definite]</li>
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<li>action(p=0.3)->[initiator_definite][genericattackverb]武器,[towardsat][recipient_definite]</li>
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<li>action(p=0.3)->[initiator_definite][genericattackverb][implement]</li>
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<li>towardsat->瞄向</li>
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<li>towardsat->对准</li>
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<li>genericattackverb->挥舞</li>
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<li>genericattackverb->舞动</li>
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<li>genericattackverb->亮出</li>
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<li>tried->尝试</li>
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<li>tried->企图</li>
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</Combat_FailIncludes.rulePack.rulesStrings>
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<Combat_Miss.rulePack.rulesStrings>
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<li>logentry(p=0.2)->[recipient_definite]躲闪了[initiator_definite]的[weapon_label][damaged_inf]。</li>
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<li>logentry(p=0.2)->[initiator_definite]的[implement][damaged_inf]没有命中[recipient_definite]。</li>
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<li>logentry(p=0.2)->在试图使用[implement][damaged_inf][recipient_definite]时,[initiator_definite][failtype]。</li>
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<li>logentry(p=0.2)->在试图[damaged_inf][recipient_definite]时,[initiator_definite][failtype]。</li>
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<li>logentry(p=0.2)->[initiator_definite][failtype]。</li>
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<li>failtype->被绊倒</li>
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<li>failtype->摔倒了</li>
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<li>failtype->被打倒</li>
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<li>failtype->没有成功</li>
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<li>failtype->打偏了</li>
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<li>result->但是没有命中</li>
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<li>result->但是打空了</li>
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<li>result->可是幅度太大了</li>
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<li>result->然而在最后一刻摔倒了</li>
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<li>result(initiator_flesh!=Mechanoid)->却在最后一秒迟疑了</li>
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</Combat_Miss.rulePack.rulesStrings>
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<Combat_Dodge.rulePack.rulesStrings>
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<li>logentry(p=0.2)->[recipient_definite]躲闪了[initiator_definite][implement]的[damaged_inf]。</li>
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<li>logentry(p=0.2)->[recipient_definite]躲闪了[initiator_definite]的[damaged_inf]。</li>
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<li>result->但是[recipient_definite]跳跃闪开了</li>
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<li>result->却被[recipient_definite]的佯攻所欺骗</li>
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<li>result->然而攻击被聪明的避开了</li>
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</Combat_Dodge.rulePack.rulesStrings>
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<Combat_RangedFire.rulePack.rulesStrings>
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<li>logentry->[initiator_definite][shot],[initiator_possessive][weapon_label][shotat][recipient_definite]。</li>
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<li>logentry->[initiator_definite][shot],[initiator_possessive][weapon_label]击中了[recipient_definite]。</li>
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<li>logentry->[initiator_definite][shotat][recipient_definite]。</li>
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<li>logentry->[initiator_definite][shot_a][weapon_projectile_label][burst]击中了[recipient_definite]。</li>
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<li>logentry(recipient_missing==True)->[initiator_definite][shot_a][weapon_projectile_label]。</li>
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<li>logentry(recipient_missing==True)->[initiator_definite]用[initiator_possessive][weapon_label][shot]。</li>
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<li>shot_a->[shotadverb][shotverb],打出一发</li>
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<li>shot_a(p=2)->[shotverb],打出一发</li>
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<li>shot(p=2)->[shotverb]</li>
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<li>shot->[shotadverb][shotverb]</li>
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<li>shotat->[aburst]命中</li>
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<li>shotat->[aburst][shotadverb]击中</li>
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<li>shotat(p=0.5)->尝试[aburst]射击</li>
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<li>shotat(p=0.3)->射击</li>
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<li>shotat(p=0.2)->[shotadjective]射击</li>
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<li>shotat->[aburst]开火射击</li>
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<li>shotat->[shotadverb][aburst]开火射击</li>
|
||
<li>shotat(p=0.5)->瞄准,并且[aburst]射击</li>
|
||
<li>shotat(p=0.3)->火力全开,射击</li>
|
||
<li>aburst-></li>
|
||
<li>aburst(burst==True,p=3)->连续的</li>
|
||
<li>burst-></li>
|
||
<li>burst(burst==True,p=3)->连续</li>
|
||
<li>shotverb->射击</li>
|
||
<li>shotverb->开火</li>
|
||
<li>shotverb->火力压制</li>
|
||
<li>shotadverb->小心的</li>
|
||
<li>shotadverb->突然的</li>
|
||
<li>shotadverb->精确的</li>
|
||
<li>shotadverb->慎重的</li>
|
||
<li>shotadverb(initiator_flesh!=Mechanoid)->从容的</li>
|
||
<li>shotadverb->沉着的</li>
|
||
<li>shotadverb(initiator_flesh!=Mechanoid)->谨慎的</li>
|
||
<li>shotadjective->小心</li>
|
||
<li>shotadjective->快速</li>
|
||
<li>shotadjective->从容</li>
|
||
<li>shotadjective->精确</li>
|
||
<li>shotadjective(initiator_flesh!=Mechanoid)->谨慎</li>
|
||
</Combat_RangedFire.rulePack.rulesStrings>
|
||
|
||
<Combat_RangedFire_Thrown.rulePack.rulesStrings>
|
||
<li>r_logentry->[INITIATOR_definite] [threw] [INITIATOR_possessive] [WEAPON_projectile_label] at [RECIPIENT_definite].</li>
|
||
<li>r_logentry->[INITIATOR_definite] [threw_a] [WEAPON_projectile_label] at [RECIPIENT_definite].</li>
|
||
<li>r_logentry(RECIPIENT_missing==True)->[INITIATOR_definite] [threw] [INITIATOR_possessive] [WEAPON_projectile_label].</li>
|
||
<li>r_logentry(RECIPIENT_missing==True)->[INITIATOR_definite] [threw_a] [WEAPON_projectile_label].</li>
|
||
<li>threw_a->[adverb_threw] [verb_threw] a</li>
|
||
<li>threw_a(p=2)->[verb_threw] a</li>
|
||
<li>threw(p=2)->[verb_threw]</li>
|
||
<li>threw->[adverb_threw] [verb_threw]</li>
|
||
<li>verb_threw->threw</li>
|
||
<li>verb_threw->flung</li>
|
||
<li>verb_threw->launched</li>
|
||
<li>adverb_threw->carefully</li>
|
||
<li>adverb_threw->quickly</li>
|
||
<li>adverb_threw->precisely</li>
|
||
<li>adverb_threw->deliberately</li>
|
||
<li>adverb_threw(initiator_flesh!=Mechanoid)->gingerly</li>
|
||
<li>adverb_threw->precisely</li>
|
||
<li>adverb_threw(initiator_flesh!=Mechanoid)->warily</li>
|
||
<li>adjective_threw->careful</li>
|
||
<li>adjective_threw->quick</li>
|
||
<li>adjective_threw->deliberate</li>
|
||
<li>adjective_threw->precise</li>
|
||
<li>adjective_threw(initiator_flesh!=Mechanoid)->wary</li>
|
||
</Combat_RangedFire_Thrown.rulePack.rulesStrings>
|
||
|
||
<Combat_RangedDamage.rulePack.rulesStrings>
|
||
<li>logentry->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets],[to][destroyed_suffix]。</li>
|
||
<li>logentry->[initiator_definite]的[weapon_projectile_label][expertly][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry(p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite]并且[destroyed_past] [recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry(p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],[destroyed_present][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的[weapon_projectile_label][destroyed_past]。</li>
|
||
<li>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的[weapon_projectile_label][expert][destroyed_past]。</li>
|
||
<li>logentry->[recipient_definite]的[destroyed_targets]被[initiator_definite]的 [weapon_projectile_label][destroyed_past],变成了[destroyed_suffix]。</li>
|
||
<li>logentry(recipient_partDestroyed_count==0)->[initiator_definite]的[weapon_projectile_label][damaged_past][recipient_definite]的 [damaged_targets]。</li>
|
||
<li>logentry(recipient_partDestroyed_count==0)->[initiator_definite]的[weapon_projectile_label][expertly][damaged_past][recipient_definite]的[damaged_targets]。</li>
|
||
<li>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]。</li>
|
||
<li>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],[damaged_present][recipient_definite]的[damaged_targets]。</li>
|
||
<li>logentry(recipient_partDestroyed_count==0)->[recipient_definite]的[damaged_targets]被[initiator_definite]的[weapon_projectile_label][damagedverb_past]。</li>
|
||
<li>logentry(recipient_partDestroyed_count==0)->[recipient_definite]的[damaged_targets]被[initiator_definite]的[weapon_projectile_label][expert][damagedverb_past]。</li>
|
||
<li>logentry(p=3)->[initiator_definite]的[weapon_projectile_label][destroyed_past][recipient_definite]的[destroyed_targets],并且[damaged_past][recipient_possessive][damaged_targets]。</li>
|
||
<li>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]。</li>
|
||
<li>logentry(p=0.2)->[initiator_definite]用一个[weapon_projectile_label]打击了[recipient_definite]。</li>
|
||
<li>logentry(p=0.2)->[initiator_definite]的[weapon_projectile_label]命中了[recipient_definite]。</li>
|
||
<li>logentry(p=0.4)->[initiator_definite][missed][originalTarget_definite],然而[weapon_projectile_label]击中了[recipient_definite]。</li>
|
||
<li>logentry(p=0.4)->[initiator_definite]的[weapon_projectile_label][missed][originalTarget_definite],但是命中了[recipient_definite]。</li>
|
||
<li>logentry(p=0.2)->[initiator_definite]用[weapon_projectile_label]瞄准[originalTarget_definite],并且击中[recipient_definite]。</li>
|
||
<li>weapon_projectile_label(p=0.05)->射击</li>
|
||
<li>destroyed_past->击碎了</li>
|
||
<li>destroyed_past->打倒了</li>
|
||
<li>destroyed_past->毁灭了</li>
|
||
<li>destroyed_past->击倒了</li>
|
||
<li>destroyed_past->贯穿了</li>
|
||
<li>destroyed_past->打穿了</li>
|
||
<li>destroyed_past->击穿了</li>
|
||
<li>destroyed_present->击碎</li>
|
||
<li>destroyed_present->打倒</li>
|
||
<li>destroyed_present->毁灭</li>
|
||
<li>destroyed_present->击倒</li>
|
||
<li>destroyed_present->贯穿</li>
|
||
<li>destroyed_present->打穿</li>
|
||
<li>destroyed_present->击穿</li>
|
||
<li>destroyed_suffix->好几块</li>
|
||
<li>destroyed_suffix->粉末</li>
|
||
<li>destroyed_suffix->一团雾</li>
|
||
<li>destroyed_suffix->碎片</li>
|
||
<li>destroyed_suffix(p=0.5)->一个蜂窝</li>
|
||
<li>destroyed_suffix(recipient_flesh!=Mechanoid,p=0.2)->肉馅</li>
|
||
<li>damaged_past->射伤了</li>
|
||
<li>damaged_past->伤害了</li>
|
||
<li>damaged_past->贯穿了</li>
|
||
<li>damaged_past->伤害了</li>
|
||
<li>damaged_past->击中了</li>
|
||
<li>damaged_present->射伤</li>
|
||
<li>damaged_present->伤害</li>
|
||
<li>damaged_present->贯穿</li>
|
||
<li>damaged_present->伤害</li>
|
||
<li>damaged_present->击中</li>
|
||
<li>damaged_suffix->面目全非</li>
|
||
<li>damaged_suffix(recipient_flesh!=Mechanoid)->鲜血四溅</li>
|
||
<li>damaged_suffix(recipient_flesh!=Mechanoid)->满目疮痍</li>
|
||
<li>to->将其变得</li>
|
||
<li>to->使之变成</li>
|
||
<li>missed->没有命中</li>
|
||
<li>missed->射偏了</li>
|
||
</Combat_RangedDamage.rulePack.rulesStrings>
|
||
|
||
<Combat_RangedDeflect.rulePack.rulesStrings>
|
||
<li>r_logentry->[INITIATOR_definite]'s [WEAPON_projectile_label] [damaged_past] [RECIPIENT_definite][damaged_target] [deflected_result].</li>
|
||
<li>r_logentry(p=2)->[INITIATOR_definite]'s [WEAPON_projectile_label] [missed] [ORIGINALTARGET_definite] and [damaged_past] [RECIPIENT_definite][damaged_target_possessive_opt] [deflected_result].</li>
|
||
<li>r_logentry->[RECIPIENT_definite][damaged_target_possessive_opt] was [damaged_past] by [INITIATOR_definite]'s [WEAPON_projectile_label] [deflected_result].</li>
|
||
<li>r_logentry(p=0.2)->[INITIATOR_definite] hit [RECIPIENT_definite][damaged_target_possessive_opt] with a [WEAPON_projectile_label] [deflected_result].</li>
|
||
<li>r_logentry(p=0.2)->[INITIATOR_definite]'s [WEAPON_projectile_label] hit [RECIPIENT_definite][damaged_target_possessive_opt] [deflected_result].</li>
|
||
<li>r_logentry(p=0.4)->[INITIATOR_definite] [missed] [ORIGINALTARGET_definite] and hit [RECIPIENT_definite][damaged_target_possessive_opt] with a [WEAPON_projectile_label] [deflected_result].</li>
|
||
<li>r_logentry(p=0.4)->[INITIATOR_definite]'s [WEAPON_projectile_label] [missed] [ORIGINALTARGET_definite] and hit [RECIPIENT_definite][damaged_target_possessive_opt] [deflected_result].</li>
|
||
<li>r_logentry(p=0.2)->[INITIATOR_definite] hit [RECIPIENT_definite][damaged_target_possessive_opt] with a [WEAPON_projectile_label] intended for [ORIGINALTARGET_definite] [deflected_result].</li>
|
||
<li>weapon_projectile_label(p=0.05)->shot</li>
|
||
<li>damaged_target_possessive_opt-></li>
|
||
<li>damaged_target_possessive_opt(recipient_part_damaged0_outside==True)->'s [RECIPIENT_part_damaged0_label]</li>
|
||
<li>deflected_result-> [adverb_deflected]</li>
|
||
<li>deflected_result->, [deflected_consequence]</li>
|
||
<li>adverb_deflected_opt(p=4)-></li>
|
||
<li>adverb_deflected_opt->[adverb_deflected]</li>
|
||
<li>adverb_deflected->harmlessly</li>
|
||
<li>adverb_deflected->uselessly</li>
|
||
<li>deflected_consequence->but it [scraped_past] off [adverb_deflected_opt]</li>
|
||
<li>deflected_consequence->[scraped_present] off [RECIPIENT_possessive] armor [adverb_deflected_opt]</li>
|
||
<li>scraped_past->ricocheted</li>
|
||
<li>scraped_present->ricocheting</li>
|
||
<li>missed->missed</li>
|
||
<li>missed->narrowly missed</li>
|
||
</Combat_RangedDeflect.rulePack.rulesStrings>
|
||
|
||
<Combat_RangedMiss.rulePack.rulesStrings>
|
||
<li>logentry->[initiator_definite]的[weapon_projectile_label][missed]。</li>
|
||
<li>logentry->[initiator_definite]没射中[originalTarget_definite]。</li>
|
||
<li>logentry->[originalTarget_definite]的[avoidance]导致[initiator_definite]的[weapon_projectile_label][missing]。</li>
|
||
<li>missed(p=4)->射偏了</li>
|
||
<li>missed(p=2)->差之毫厘</li>
|
||
<li>missed(p=2)->偏出太多</li>
|
||
<li>missed->脱靶了</li>
|
||
<li>missed->打到了空气中</li>
|
||
<li>missed->射向了天空</li>
|
||
<li>missed->打到了地上</li>
|
||
<li>missed->被[originalTarget_definite]弹开</li>
|
||
<li>missed->不知打到了哪里</li>
|
||
<li>missed->将地上的草皮掀开</li>
|
||
<li>missed(p=0.2)->与[originalTarget_definite]擦身而过</li>
|
||
<li>missed->与[originalTarget_definite]差之毫厘</li>
|
||
<li>missed->偏出[originalTarget_definite]很多</li>
|
||
<li>missed->没打中目标</li>
|
||
<li>missing->未命中</li>
|
||
<li>missing->差之毫厘</li>
|
||
<li>missing->偏出太多</li>
|
||
<li>missing->脱离了目标</li>
|
||
<li>missing->打到了空气</li>
|
||
<li>missing->射向了天空</li>
|
||
<li>missing->打到了地上</li>
|
||
<li>missing->不知打到了哪里</li>
|
||
<li>missing->将地上的草皮掀开</li>
|
||
<li>missing(p=0.2)->与[originalTarget_definite]擦身而过</li>
|
||
<li>missing->与[originalTarget_definite]差之毫厘</li>
|
||
<li>missing->偏出[originalTarget_definite]很多</li>
|
||
<li>missing->没打中目标</li>
|
||
<li>avoidance(originalTarget_mobile==True)->千钧一发的闪避</li>
|
||
<li>avoidance(originalTarget_mobile==True)->左右平移的游走</li>
|
||
<li>avoidance(originalTarget_mobile==True)->[originalTarget_objective]突然伏地</li>
|
||
<li>avoidance(originalTarget_mobile==True,p=0.3)->躲到了掩体后面</li>
|
||
</Combat_RangedMiss.rulePack.rulesStrings>
|
||
|
||
<Combat_ExplosionImpact.rulePack.rulesStrings>
|
||
<li>prefix->[initiator_definite]的[weapon_projectile_label][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_label][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[mortarshell][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_projectile_label][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_label][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[mortarshell][fromof][blast]</li>
|
||
<li>prefix->[initiator_definite]的[blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_projectile_label][blast]</li>
|
||
<li>prefix->[initiator_definite]的[mortarshell][blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_label][blast]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_projectile_label]</li>
|
||
<li>prefix->[initiator_definite]的[mortarshell]</li>
|
||
<li>prefix->[initiator_definite]的[weapon_label]</li>
|
||
<li>logentry->[prefix][injured][recipient_definite]。</li>
|
||
<li>logentry->[prefix][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry->[prefix][flavortextadverb][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry->[prefix][flavortextadverb][destroyed_past][recipient_definite]的[destroyed_targets]。</li>
|
||
<li>logentry->[prefix][destroyed_past][recipient_definite]的[destroyed_targets]并且[damaged_past][recipient_possessive][damaged_targets]。</li>
|
||
<li>logentry(recipient_part_destroyed_count==0)->[prefix][damaged_past][recipient_definite]的[damaged_targets]。</li>
|
||
<li>logentry(recipient_part_destroyed_count==0)->[prefix][flavortextadverb][damaged_past][recipient_definite]的[damaged_targets]。</li>
|
||
<li>logentry(recipient_part_destroyed_count==0)->[prefix][flavortextadverb][damaged_past][recipient_definite]的[damaged_targets]。</li>
|
||
<li>logentry->[recipient_definite]已经被[initiator_definite][damaged_past]。</li>
|
||
<li>logentry->[recipient_definite]已经被[initiator_definite][flavortextadverb][damaged_past] 。</li>
|
||
<li>logentry->[recipient_definite]已经被[damaged_past]。</li>
|
||
<li>logentry(p=0.001)->[recipient_definite]被爆炸淹没。</li>
|
||
<li>logentry(p=0.001)->[recipient_definite]被爆炸击中。</li>
|
||
<li>blast->爆炸</li>
|
||
<li>blast->冲击波</li>
|
||
<li>blast->余波</li>
|
||
<li>blast->震荡波</li>
|
||
</Combat_ExplosionImpact.rulePack.rulesStrings>
|
||
|
||
|
||
<!-- <li>flavortextsituation(initiator_flesh==Normal)->看上去非常粗暴</li>-->
|
||
<!-- <li>flavortextsituation(initiator_flesh==Normal)->看上去就像一个[badassadjective]</li>-->
|
||
<!-- <li>flavortextsituation(initiator_flesh==Normal)->表情痛苦</li>-->
|
||
<!-- <li>flavortextsituation(initiator_flesh==Normal)->却保持笑容</li>-->
|
||
<!-- <li>flavortextsituation(initiator_flesh==Normal)->然而面露冷笑</li>-->
|
||
<!-- <li>flavortextconsequence(recipient_flesh!=Mechanoid)->留下了一个恶心的伤口</li>-->
|
||
<!-- <li>flavortextconsequence->留下了一个可怕的伤口</li>-->
|
||
<!-- <li>flavortextconsequence(recipient_flesh!=Mechanoid)->使得[recipient_objective][painevent][wince] </li>-->
|
||
<!-- <li>flavortextconsequence(p=0.2)->使[recipient_objective]失去了平衡</li>-->
|
||
<!-- <li>wince(recipient_flesh==Normal)->畏缩</li>-->
|
||
<!-- <li>wince(recipient_flesh==Normal)->扭曲</li>-->
|
||
<!-- <li>wince(recipient_flesh==Normal)->迟疑</li>-->
|
||
<!-- <li>wince(recipient_flesh==Normal)->呻吟</li>-->
|
||
<!-- <li>wince(recipient_flesh!=Mechanoid)->哀嚎</li>-->
|
||
<!-- <li>wince(recipient_flesh!=Mechanoid)->呼喊</li>-->
|
||
<!-- <li>wince->退缩</li>-->
|
||
<!-- <li>wince->摔倒</li>-->
|
||
<!-- <li>painstate-></li>-->
|
||
<!-- <li>painstate-></li>-->
|
||
<!-- <li>painstate-></li>-->
|
||
<!-- <li>painevent(recipient_flesh!=Mechanoid)->[painstate]痛苦的</li>-->
|
||
<!-- <li>painevent(recipient_flesh!=Mechanoid)->[painstate]挣扎着</li>-->
|
||
<!-- <li>painevent(recipient_flesh==Normal)->痛苦的</li>-->
|
||
<!-- <li>painevent->带着伤痛</li>-->
|
||
<!-- <li>painevent->带着伤口</li>-->
|
||
<!-- <li>mortarshell->弹片</li>-->
|
||
<!-- <li>mortarshell->炮弹</li>-->
|
||
<!-- <li>mortarshell->弹头</li>-->
|
||
<!-- <li>mortarshell->炸药</li>-->
|
||
<!-- <li>mortarshell->炸弹</li>-->
|
||
<!-- <li>mortarshell(p=0.3)->射击弹片</li>-->
|
||
<!-- <li>mortarshell(p=0.3)->射击炮弹</li>-->
|
||
<!-- <li>mortarshell(p=0.3)->射击弹头</li>-->
|
||
<!-- <li>to->变成</li>-->
|
||
<!-- <li>to->成为</li>-->
|
||
<!-- <li>initiator_definite->[initiator_labelDefinite]</li>-->
|
||
<!-- <li>initiator_definite->[initiator_nameShortDef]</li>-->
|
||
<!-- <li>recipient_definite->[recipient_labelDefinite]</li>-->
|
||
<!-- <li>recipient_definite->[recipient_nameShortDef]</li>-->
|
||
<!-- <Combat_RangedIncludes.rulePack.rulesStrings>
|
||
<li>initiator_definite->[initiator_labelDefinite]</li>
|
||
</Combat_RangedIncludes.rulePack.rulesStrings>-->
|
||
<!-- <li>initiator_definite->[initiator_nameShortDef]</li>-->
|
||
<!-- <li>recipient_definite->[recipient_labelDefinite]</li>-->
|
||
<!-- <li>recipient_definite->[recipient_nameShortDef]</li>-->
|
||
<!-- <li>originalTarget_definite->[originalTarget_labelDefinite]</li>-->
|
||
<!-- <li>originalTarget_definite->[originalTarget_nameShortDef]</li>-->
|
||
<!-- <li>avoidance(originalTarget_mobile==True,p=0.3)->疾跑到掩体后面</li>-->
|
||
<!-- <li>blast->破坏力</li>-->
|
||
<!-- <li>blast->压力</li>-->
|
||
<!-- <li>fromof->释放的</li>-->
|
||
<!-- <li>fromof->发出的</li>-->
|
||
|
||
</LanguageData> |