375 lines
52 KiB
XML
375 lines
52 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<Combat_MeleeIncludes.rulePack.rulesStrings.0>logentry->[action], [result].</Combat_MeleeIncludes.rulePack.rulesStrings.0>
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<Combat_MeleeIncludes.rulePack.rulesStrings.1>logentry(p=0.2)->[action].</Combat_MeleeIncludes.rulePack.rulesStrings.1>
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<Combat_MeleeIncludes.rulePack.rulesStrings.2>implement(implementOwnerType==weapon,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.2>
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<Combat_MeleeIncludes.rulePack.rulesStrings.3>implement(implementOwnerType==weapon,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.3>
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<Combat_MeleeIncludes.rulePack.rulesStrings.4>implement(implementOwnerType==weapon,p=1)->a [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.4>
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<Combat_MeleeIncludes.rulePack.rulesStrings.5>implement(implementOwnerType==weapon,p=0.5)->a [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.5>
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<Combat_MeleeIncludes.rulePack.rulesStrings.6>implement(implementOwnerType==bodypart,p=2)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.6>
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<Combat_MeleeIncludes.rulePack.rulesStrings.7>implement(implementOwnerType==bodypart,p=1)->[initiator_possessive] [bodypart_adjective] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.7>
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<Combat_MeleeIncludes.rulePack.rulesStrings.8>implement(implementOwnerType==hediff,p=2)->[initiator_possessive] [weapon_label]'s [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.8>
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<Combat_MeleeIncludes.rulePack.rulesStrings.9>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [weapon_label]</Combat_MeleeIncludes.rulePack.rulesStrings.9>
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<Combat_MeleeIncludes.rulePack.rulesStrings.10>implement(implementOwnerType==hediff,p=1)->[initiator_possessive] [tool_label]</Combat_MeleeIncludes.rulePack.rulesStrings.10>
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<Combat_MeleeIncludes.rulePack.rulesStrings.11>bodypart_adjective->hard</Combat_MeleeIncludes.rulePack.rulesStrings.11>
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<Combat_MeleeIncludes.rulePack.rulesStrings.12>bodypart_adjective->strong</Combat_MeleeIncludes.rulePack.rulesStrings.12>
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<Combat_MeleeIncludes.rulePack.rulesStrings.13>bodypart_adjective->powerful</Combat_MeleeIncludes.rulePack.rulesStrings.13>
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<Combat_MeleeIncludes.rulePack.rulesStrings.14>bodypart_adjective->forceful</Combat_MeleeIncludes.rulePack.rulesStrings.14>
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<Combat_MeleeIncludes.rulePack.rulesStrings.15>bodypart_adjective->mighty</Combat_MeleeIncludes.rulePack.rulesStrings.15>
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<Combat_MeleeIncludes.rulePack.rulesStrings.16>bodypart_adjective->rugged</Combat_MeleeIncludes.rulePack.rulesStrings.16>
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<Combat_MeleeIncludes.rulePack.rulesStrings.17>bodypart_adjective->stout</Combat_MeleeIncludes.rulePack.rulesStrings.17>
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<Combat_MeleeIncludes.rulePack.rulesStrings.18>bodypart_adjective->sturdy</Combat_MeleeIncludes.rulePack.rulesStrings.18>
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<Combat_MeleeIncludes.rulePack.rulesStrings.19>bodypart_adjective->solid</Combat_MeleeIncludes.rulePack.rulesStrings.19>
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<Combat_MeleeIncludes.rulePack.rulesStrings.20>bodypart_adjective->tough</Combat_MeleeIncludes.rulePack.rulesStrings.20>
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<Combat_MeleeIncludes.rulePack.rulesStrings.21>bodypart_adjective(initiator_flesh==True)->calloused</Combat_MeleeIncludes.rulePack.rulesStrings.21>
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<Combat_MeleeIncludes.rulePack.rulesStrings.22>bodypart_adjective->firm</Combat_MeleeIncludes.rulePack.rulesStrings.22>
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<Combat_MeleeIncludes.rulePack.rulesStrings.23>targetlist(recipient_part_count==1)->[recipient_part0_label]</Combat_MeleeIncludes.rulePack.rulesStrings.23>
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<Combat_MeleeIncludes.rulePack.rulesStrings.24>targetlist(recipient_part_count==2)->[recipient_part0_label] and [recipient_part1_label]</Combat_MeleeIncludes.rulePack.rulesStrings.24>
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<Combat_MeleeIncludes.rulePack.rulesStrings.25>targetlist(recipient_part_count==3)->[recipient_part0_label], [recipient_part1_label], and [recipient_part2_label]</Combat_MeleeIncludes.rulePack.rulesStrings.25>
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<Combat_MeleeIncludes.rulePack.rulesStrings.26>targetlist->[recipient_part0_label], [recipient_part1_label], [recipient_part2_label], and [recipient_part3_label]</Combat_MeleeIncludes.rulePack.rulesStrings.26>
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<Combat_MeleeIncludes.rulePack.rulesStrings.27>damaged_present->wounding</Combat_MeleeIncludes.rulePack.rulesStrings.27>
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<Combat_MeleeIncludes.rulePack.rulesStrings.28>damaged_present->injuring</Combat_MeleeIncludes.rulePack.rulesStrings.28>
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<Combat_MeleeIncludes.rulePack.rulesStrings.29>destroyed(p=0.5)->destroyed</Combat_MeleeIncludes.rulePack.rulesStrings.29>
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<Combat_MeleeIncludes.rulePack.rulesStrings.30>destroyed(p=0.5)->demolished</Combat_MeleeIncludes.rulePack.rulesStrings.30>
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<Combat_MeleeIncludes.rulePack.rulesStrings.31>destroyed(p=0.5)->ruined</Combat_MeleeIncludes.rulePack.rulesStrings.31>
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<Combat_MeleeIncludes.rulePack.rulesStrings.32>destroyed(p=0.5)->wrecked</Combat_MeleeIncludes.rulePack.rulesStrings.32>
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<Combat_MeleeIncludes.rulePack.rulesStrings.33>result(p=0.5)->[damaged_present] [recipient_possessive] [targetlist]</Combat_MeleeIncludes.rulePack.rulesStrings.33>
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<Combat_MeleeIncludes.rulePack.rulesStrings.34>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] [flavortextadverb]</Combat_MeleeIncludes.rulePack.rulesStrings.34>
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<Combat_MeleeIncludes.rulePack.rulesStrings.35>result(p=10000)->[damaged_present] [recipient_possessive] [targetlist] [flavortextsituation]</Combat_MeleeIncludes.rulePack.rulesStrings.35>
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<Combat_MeleeIncludes.rulePack.rulesStrings.36>result(p=0.2)->[damaged_present] [recipient_possessive] [targetlist] and [flavortextconsequence]</Combat_MeleeIncludes.rulePack.rulesStrings.36>
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<Combat_MeleeIncludes.rulePack.rulesStrings.37>flavortextadverb->painfully</Combat_MeleeIncludes.rulePack.rulesStrings.37>
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<Combat_MeleeIncludes.rulePack.rulesStrings.38>flavortextadverb->brutally</Combat_MeleeIncludes.rulePack.rulesStrings.38>
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<Combat_MeleeIncludes.rulePack.rulesStrings.39>flavortextadverb->horribly</Combat_MeleeIncludes.rulePack.rulesStrings.39>
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<Combat_MeleeIncludes.rulePack.rulesStrings.40>flavortextadverb->agonizingly</Combat_MeleeIncludes.rulePack.rulesStrings.40>
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<Combat_MeleeIncludes.rulePack.rulesStrings.41>flavortextadverb->fiercely</Combat_MeleeIncludes.rulePack.rulesStrings.41>
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<Combat_MeleeIncludes.rulePack.rulesStrings.42>flavortextadverb->ruthlessly</Combat_MeleeIncludes.rulePack.rulesStrings.42>
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<Combat_MeleeIncludes.rulePack.rulesStrings.43>flavortextadverb->savagely</Combat_MeleeIncludes.rulePack.rulesStrings.43>
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<Combat_MeleeIncludes.rulePack.rulesStrings.44>flavortextadverb->viciously</Combat_MeleeIncludes.rulePack.rulesStrings.44>
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<Combat_MeleeIncludes.rulePack.rulesStrings.45>flavortextadverb->mercilessly</Combat_MeleeIncludes.rulePack.rulesStrings.45>
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<Combat_MeleeIncludes.rulePack.rulesStrings.46>flavortextadverb->heartlessly</Combat_MeleeIncludes.rulePack.rulesStrings.46>
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<Combat_MeleeIncludes.rulePack.rulesStrings.47>flavortextsituation(recipient_flesh!=Mechanoid)->in an explosion of gore</Combat_MeleeIncludes.rulePack.rulesStrings.47>
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<Combat_MeleeIncludes.rulePack.rulesStrings.48>flavortextsituation(recipient_flesh==Mechanoid)->in an explosion of scrap</Combat_MeleeIncludes.rulePack.rulesStrings.48>
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<Combat_MeleeIncludes.rulePack.rulesStrings.49>flavortextsituation->without emotion</Combat_MeleeIncludes.rulePack.rulesStrings.49>
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<Combat_MeleeIncludes.rulePack.rulesStrings.50>flavortextsituation->while wearing a blank look</Combat_MeleeIncludes.rulePack.rulesStrings.50>
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<Combat_MeleeIncludes.rulePack.rulesStrings.51>flavortextsituation(initiator_flesh==Normal)->while wearing a savage look</Combat_MeleeIncludes.rulePack.rulesStrings.51>
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<Combat_MeleeIncludes.rulePack.rulesStrings.52>flavortextsituation(initiator_flesh==Normal)->while wearing a [badassadjective] look</Combat_MeleeIncludes.rulePack.rulesStrings.52>
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<Combat_MeleeIncludes.rulePack.rulesStrings.53>flavortextsituation(initiator_flesh==Normal)->while grimacing</Combat_MeleeIncludes.rulePack.rulesStrings.53>
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<Combat_MeleeIncludes.rulePack.rulesStrings.54>flavortextsituation(initiator_flesh==Normal)->while laughing</Combat_MeleeIncludes.rulePack.rulesStrings.54>
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<Combat_MeleeIncludes.rulePack.rulesStrings.55>flavortextsituation(initiator_flesh==Normal)->while smirking</Combat_MeleeIncludes.rulePack.rulesStrings.55>
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<Combat_MeleeIncludes.rulePack.rulesStrings.56>flavortextconsequence(recipient_flesh!=Mechanoid)->leaving a disgusting wound</Combat_MeleeIncludes.rulePack.rulesStrings.56>
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<Combat_MeleeIncludes.rulePack.rulesStrings.57>flavortextconsequence->leaving a horrific wound</Combat_MeleeIncludes.rulePack.rulesStrings.57>
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<Combat_MeleeIncludes.rulePack.rulesStrings.58>flavortextconsequence(recipient_flesh!=Mechanoid)->making [recipient_objective] [wince] [painevent]</Combat_MeleeIncludes.rulePack.rulesStrings.58>
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<Combat_MeleeIncludes.rulePack.rulesStrings.59>flavortextconsequence(p=0.2)->throwing [recipient_objective] off balance</Combat_MeleeIncludes.rulePack.rulesStrings.59>
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<Combat_MeleeIncludes.rulePack.rulesStrings.60>wince(recipient_flesh==Normal)->wince</Combat_MeleeIncludes.rulePack.rulesStrings.60>
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<Combat_MeleeIncludes.rulePack.rulesStrings.61>wince(recipient_flesh==Normal)->grimace</Combat_MeleeIncludes.rulePack.rulesStrings.61>
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<Combat_MeleeIncludes.rulePack.rulesStrings.62>wince(recipient_flesh==Normal)->cringe</Combat_MeleeIncludes.rulePack.rulesStrings.62>
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<Combat_MeleeIncludes.rulePack.rulesStrings.63>wince(recipient_flesh==Normal)->groan</Combat_MeleeIncludes.rulePack.rulesStrings.63>
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<Combat_MeleeIncludes.rulePack.rulesStrings.64>wince(recipient_flesh!=Mechanoid)->scream</Combat_MeleeIncludes.rulePack.rulesStrings.64>
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<Combat_MeleeIncludes.rulePack.rulesStrings.65>wince(recipient_flesh!=Mechanoid)->shout</Combat_MeleeIncludes.rulePack.rulesStrings.65>
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<Combat_MeleeIncludes.rulePack.rulesStrings.66>wince->recoil</Combat_MeleeIncludes.rulePack.rulesStrings.66>
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<Combat_MeleeIncludes.rulePack.rulesStrings.67>wince->stumble</Combat_MeleeIncludes.rulePack.rulesStrings.67>
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<Combat_MeleeIncludes.rulePack.rulesStrings.68>painstate->in</Combat_MeleeIncludes.rulePack.rulesStrings.68>
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<Combat_MeleeIncludes.rulePack.rulesStrings.69>painstate->with</Combat_MeleeIncludes.rulePack.rulesStrings.69>
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<Combat_MeleeIncludes.rulePack.rulesStrings.70>painstate->from the</Combat_MeleeIncludes.rulePack.rulesStrings.70>
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<Combat_MeleeIncludes.rulePack.rulesStrings.71>painevent(recipient_flesh!=Mechanoid)->[painstate] pain</Combat_MeleeIncludes.rulePack.rulesStrings.71>
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<Combat_MeleeIncludes.rulePack.rulesStrings.72>painevent(recipient_flesh!=Mechanoid)->[painstate] agony</Combat_MeleeIncludes.rulePack.rulesStrings.72>
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<Combat_MeleeIncludes.rulePack.rulesStrings.73>painevent(recipient_flesh==Normal)->with misery</Combat_MeleeIncludes.rulePack.rulesStrings.73>
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<Combat_MeleeIncludes.rulePack.rulesStrings.74>painevent->from the injury</Combat_MeleeIncludes.rulePack.rulesStrings.74>
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<Combat_MeleeIncludes.rulePack.rulesStrings.75>painevent->from the wound</Combat_MeleeIncludes.rulePack.rulesStrings.75>
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<Combat_MeleeIncludes.rulePack.rulesStrings.76>mortarshell->shell</Combat_MeleeIncludes.rulePack.rulesStrings.76>
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<Combat_MeleeIncludes.rulePack.rulesStrings.77>mortarshell->shot</Combat_MeleeIncludes.rulePack.rulesStrings.77>
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<Combat_MeleeIncludes.rulePack.rulesStrings.78>mortarshell->projectile</Combat_MeleeIncludes.rulePack.rulesStrings.78>
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<Combat_MeleeIncludes.rulePack.rulesStrings.79>mortarshell->explosive</Combat_MeleeIncludes.rulePack.rulesStrings.79>
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<Combat_MeleeIncludes.rulePack.rulesStrings.80>mortarshell->bomb</Combat_MeleeIncludes.rulePack.rulesStrings.80>
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<Combat_MeleeIncludes.rulePack.rulesStrings.81>mortarshell(p=0.3)->ballistic shell</Combat_MeleeIncludes.rulePack.rulesStrings.81>
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<Combat_MeleeIncludes.rulePack.rulesStrings.82>mortarshell(p=0.3)->ballistic shot</Combat_MeleeIncludes.rulePack.rulesStrings.82>
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<Combat_MeleeIncludes.rulePack.rulesStrings.83>mortarshell(p=0.3)->ballistic projectile</Combat_MeleeIncludes.rulePack.rulesStrings.83>
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<Combat_MeleeIncludes.rulePack.rulesStrings.84>to->to</Combat_MeleeIncludes.rulePack.rulesStrings.84>
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<Combat_MeleeIncludes.rulePack.rulesStrings.85>to->into</Combat_MeleeIncludes.rulePack.rulesStrings.85>
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<Combat_MeleeIncludes.rulePack.rulesStrings.86>initiator_definite->[initiator_labelDefinite]</Combat_MeleeIncludes.rulePack.rulesStrings.86>
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<Combat_MeleeIncludes.rulePack.rulesStrings.87>initiator_definite->[initiator_nameShortDef]</Combat_MeleeIncludes.rulePack.rulesStrings.87>
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<Combat_MeleeIncludes.rulePack.rulesStrings.88>recipient_definite->[recipient_labelDefinite]</Combat_MeleeIncludes.rulePack.rulesStrings.88>
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<Combat_MeleeIncludes.rulePack.rulesStrings.89>recipient_definite->[recipient_nameShortDef]</Combat_MeleeIncludes.rulePack.rulesStrings.89>
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<Combat_WoundIncludes.rulePack.rulesStrings.0>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</Combat_WoundIncludes.rulePack.rulesStrings.0>
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<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>
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<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>
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<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>
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<Combat_WoundIncludes.rulePack.rulesStrings.4>damaged_targets(recipient_part_damaged_count==1)->[recipient_part_damaged0_label]</Combat_WoundIncludes.rulePack.rulesStrings.4>
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<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>
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<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>
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<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>
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<Combat_WoundIncludes.rulePack.rulesStrings.8>expertly->expertly</Combat_WoundIncludes.rulePack.rulesStrings.8>
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<Combat_WoundIncludes.rulePack.rulesStrings.9>expertly->adeptly</Combat_WoundIncludes.rulePack.rulesStrings.9>
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<Combat_WoundIncludes.rulePack.rulesStrings.10>expertly->adroitly</Combat_WoundIncludes.rulePack.rulesStrings.10>
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<Combat_WoundIncludes.rulePack.rulesStrings.11>expertly->deftly</Combat_WoundIncludes.rulePack.rulesStrings.11>
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<Combat_WoundIncludes.rulePack.rulesStrings.12>expertly->skillfully</Combat_WoundIncludes.rulePack.rulesStrings.12>
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<Combat_WoundIncludes.rulePack.rulesStrings.13>expertly->slickly</Combat_WoundIncludes.rulePack.rulesStrings.13>
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<Combat_WoundIncludes.rulePack.rulesStrings.14>expertly->professionally</Combat_WoundIncludes.rulePack.rulesStrings.14>
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<Combat_WoundIncludes.rulePack.rulesStrings.15>expertly->aptly</Combat_WoundIncludes.rulePack.rulesStrings.15>
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<Combat_WoundIncludes.rulePack.rulesStrings.16>expertly->dexterously</Combat_WoundIncludes.rulePack.rulesStrings.16>
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<Combat_WoundIncludes.rulePack.rulesStrings.17>expertly->cleverly</Combat_WoundIncludes.rulePack.rulesStrings.17>
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<Combat_WoundIncludes.rulePack.rulesStrings.18>expertly->masterfully</Combat_WoundIncludes.rulePack.rulesStrings.18>
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<Combat_WoundIncludes.rulePack.rulesStrings.19>expertly->artistically</Combat_WoundIncludes.rulePack.rulesStrings.19>
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<Combat_WoundIncludes.rulePack.rulesStrings.20>expertly->with skill</Combat_WoundIncludes.rulePack.rulesStrings.20>
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<Combat_WoundIncludes.rulePack.rulesStrings.21>expertly->with impressive experience</Combat_WoundIncludes.rulePack.rulesStrings.21>
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<Combat_WoundIncludes.rulePack.rulesStrings.22>expertly->with flair</Combat_WoundIncludes.rulePack.rulesStrings.22>
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<Combat_WoundIncludes.rulePack.rulesStrings.23>expertly->with care</Combat_WoundIncludes.rulePack.rulesStrings.23>
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<Combat_WoundIncludes.rulePack.rulesStrings.24>expertly->with precision</Combat_WoundIncludes.rulePack.rulesStrings.24>
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<Combat_WoundIncludes.rulePack.rulesStrings.25>expertly->with proficiency</Combat_WoundIncludes.rulePack.rulesStrings.25>
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<Combat_WoundIncludes.rulePack.rulesStrings.26>expertly->with strength</Combat_WoundIncludes.rulePack.rulesStrings.26>
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<Combat_WoundIncludes.rulePack.rulesStrings.27>expertly->with dexterity</Combat_WoundIncludes.rulePack.rulesStrings.27>
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<Combat_WoundIncludes.rulePack.rulesStrings.28>expertly->with mastery</Combat_WoundIncludes.rulePack.rulesStrings.28>
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<Combat_WoundIncludes.rulePack.rulesStrings.29>expertly->with artistry</Combat_WoundIncludes.rulePack.rulesStrings.29>
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<Combat_WoundIncludes.rulePack.rulesStrings.30>expertly->with professionalism</Combat_WoundIncludes.rulePack.rulesStrings.30>
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<Combat_WoundIncludes.rulePack.rulesStrings.31>expertly->like a virtuoso</Combat_WoundIncludes.rulePack.rulesStrings.31>
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<Combat_WoundIncludes.rulePack.rulesStrings.32>expertly->like an expert</Combat_WoundIncludes.rulePack.rulesStrings.32>
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<Combat_WoundIncludes.rulePack.rulesStrings.33>expertly->like a master</Combat_WoundIncludes.rulePack.rulesStrings.33>
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<Combat_WoundIncludes.rulePack.rulesStrings.34>expertly->like an artist</Combat_WoundIncludes.rulePack.rulesStrings.34>
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<Combat_WoundIncludes.rulePack.rulesStrings.35>expertly->like a pro</Combat_WoundIncludes.rulePack.rulesStrings.35>
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<Combat_WoundIncludes.rulePack.rulesStrings.36>expert->expert</Combat_WoundIncludes.rulePack.rulesStrings.36>
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<Combat_WoundIncludes.rulePack.rulesStrings.37>expert->adept</Combat_WoundIncludes.rulePack.rulesStrings.37>
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<Combat_WoundIncludes.rulePack.rulesStrings.38>expert->adroit</Combat_WoundIncludes.rulePack.rulesStrings.38>
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<Combat_WoundIncludes.rulePack.rulesStrings.39>expert->deft</Combat_WoundIncludes.rulePack.rulesStrings.39>
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<Combat_WoundIncludes.rulePack.rulesStrings.40>expert->skillful</Combat_WoundIncludes.rulePack.rulesStrings.40>
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<Combat_WoundIncludes.rulePack.rulesStrings.41>expert->slick</Combat_WoundIncludes.rulePack.rulesStrings.41>
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<Combat_WoundIncludes.rulePack.rulesStrings.42>expert->professional</Combat_WoundIncludes.rulePack.rulesStrings.42>
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<Combat_WoundIncludes.rulePack.rulesStrings.43>expert->apt</Combat_WoundIncludes.rulePack.rulesStrings.43>
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<Combat_WoundIncludes.rulePack.rulesStrings.44>expert->dexterous</Combat_WoundIncludes.rulePack.rulesStrings.44>
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<Combat_WoundIncludes.rulePack.rulesStrings.45>expert->clever</Combat_WoundIncludes.rulePack.rulesStrings.45>
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<Combat_WoundIncludes.rulePack.rulesStrings.46>expert->masterful</Combat_WoundIncludes.rulePack.rulesStrings.46>
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<Combat_WoundIncludes.rulePack.rulesStrings.47>expert->artistic</Combat_WoundIncludes.rulePack.rulesStrings.47>
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<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>
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<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>
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<Combat_Hit.rulePack.rulesStrings.2>logentry(p=0.1)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label] [flavortextsituation].</Combat_Hit.rulePack.rulesStrings.2>
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<Combat_Hit.rulePack.rulesStrings.3>logentry(p=0.1)->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label], [flavortextconsequence].</Combat_Hit.rulePack.rulesStrings.3>
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<Combat_Hit.rulePack.rulesStrings.4>logentry(p=0.4)->[initiator_nameShortDef], wielding [initiator_possessive] [weapon_label] [expertly], [flavortextadverb] [maneuver_past] [recipient_nameShortDef] in the [recipient_part0_label].</Combat_Hit.rulePack.rulesStrings.4>
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<Combat_Hit.rulePack.rulesStrings.5>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets].</Combat_Hit.rulePack.rulesStrings.5>
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|
<Combat_Hit.rulePack.rulesStrings.6>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] [destroyed_suffix].</Combat_Hit.rulePack.rulesStrings.6>
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<Combat_Hit.rulePack.rulesStrings.7>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] [expertly].</Combat_Hit.rulePack.rulesStrings.7>
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<Combat_Hit.rulePack.rulesStrings.8>logentry(p=0.3)->[initiator_nameShortDef] [destroyed_past] [recipient_nameShortDef]'s [destroyed_targets] with [implement].</Combat_Hit.rulePack.rulesStrings.8>
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<Combat_Hit.rulePack.rulesStrings.9>result(p=1,recipient_part_damaged_count==0)->[destroyed_present] [recipient_possessive] [destroyed_targets]</Combat_Hit.rulePack.rulesStrings.9>
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<Combat_Hit.rulePack.rulesStrings.10>result(p=1,recipient_part_destroyed_count==0)->[maneuverresult_present] [recipient_possessive] [damaged_targets]</Combat_Hit.rulePack.rulesStrings.10>
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|
<Combat_Hit.rulePack.rulesStrings.11>result(p=1)->[destroyed_present] [recipient_possessive] [destroyed_targets] and [maneuverresult_present] [recipient_possessive] [damaged_targets]</Combat_Hit.rulePack.rulesStrings.11>
|
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<Combat_Hit.rulePack.rulesStrings.12>action(p=0.3)->[initiator_nameShortDef] hit [recipient_nameShortDef] with a [maneuver_inf] from [implement]</Combat_Hit.rulePack.rulesStrings.12>
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<Combat_Hit.rulePack.rulesStrings.13>action(p=0.3)->[initiator_nameShortDef] used [implement] to [maneuver_inf] [recipient_nameShortDef]</Combat_Hit.rulePack.rulesStrings.13>
|
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<Combat_Hit.rulePack.rulesStrings.14>action->[initiator_nameShortDef] [maneuver_past] [recipient_nameShortDef] with [implement]</Combat_Hit.rulePack.rulesStrings.14>
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<Combat_FailIncludes.rulePack.rulesStrings.0>action->[initiator_nameShortDef] [tried] to [maneuver_inf] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.0>
|
|
<Combat_FailIncludes.rulePack.rulesStrings.1>action->[initiator_nameShortDef] [tried] to [maneuver_inf] [recipient_nameShortDef] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.1>
|
|
<Combat_FailIncludes.rulePack.rulesStrings.2>action->[initiator_nameShortDef] [tried] to use [implement] to [maneuver_inf] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.2>
|
|
<Combat_FailIncludes.rulePack.rulesStrings.3>action->[initiator_nameShortDef] swung [initiator_possessive] [weapon_label] at [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.3>
|
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<Combat_FailIncludes.rulePack.rulesStrings.4>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] [towardsat] [recipient_nameShortDef] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.4>
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<Combat_FailIncludes.rulePack.rulesStrings.5>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] [towardsat] [recipient_nameShortDef]</Combat_FailIncludes.rulePack.rulesStrings.5>
|
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<Combat_FailIncludes.rulePack.rulesStrings.6>action(p=0.3)->[initiator_nameShortDef] [genericattackverb] with [implement]</Combat_FailIncludes.rulePack.rulesStrings.6>
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<Combat_FailIncludes.rulePack.rulesStrings.7>towardsat->towards</Combat_FailIncludes.rulePack.rulesStrings.7>
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<Combat_FailIncludes.rulePack.rulesStrings.8>towardsat->at</Combat_FailIncludes.rulePack.rulesStrings.8>
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<Combat_FailIncludes.rulePack.rulesStrings.9>genericattackverb->swung</Combat_FailIncludes.rulePack.rulesStrings.9>
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<Combat_FailIncludes.rulePack.rulesStrings.10>genericattackverb->flailed</Combat_FailIncludes.rulePack.rulesStrings.10>
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<Combat_FailIncludes.rulePack.rulesStrings.11>genericattackverb->thrashed</Combat_FailIncludes.rulePack.rulesStrings.11>
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<Combat_FailIncludes.rulePack.rulesStrings.12>tried->tried</Combat_FailIncludes.rulePack.rulesStrings.12>
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<Combat_FailIncludes.rulePack.rulesStrings.13>tried->attempted</Combat_FailIncludes.rulePack.rulesStrings.13>
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<Combat_Miss.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef] avoided [initiator_nameShortDef]'s [weapon_label] [maneuver_inf].</Combat_Miss.rulePack.rulesStrings.0>
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<Combat_Miss.rulePack.rulesStrings.1>logentry(p=0.2)->[initiator_nameShortDef] missed [recipient_nameShortDef] with a [maneuver_inf] from [implement].</Combat_Miss.rulePack.rulesStrings.1>
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<Combat_Miss.rulePack.rulesStrings.2>logentry(p=0.2)->[initiator_nameShortDef] [failtype] while trying to [maneuver_inf] [recipient_nameShortDef] with [implement].</Combat_Miss.rulePack.rulesStrings.2>
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<Combat_Miss.rulePack.rulesStrings.3>logentry(p=0.2)->[initiator_nameShortDef] [failtype] while trying to [maneuver_inf] [recipient_nameShortDef].</Combat_Miss.rulePack.rulesStrings.3>
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<Combat_Miss.rulePack.rulesStrings.4>logentry(p=0.2)->[initiator_nameShortDef] [failtype].</Combat_Miss.rulePack.rulesStrings.4>
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<Combat_Miss.rulePack.rulesStrings.5>failtype->stumbled</Combat_Miss.rulePack.rulesStrings.5>
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<Combat_Miss.rulePack.rulesStrings.6>failtype->tripped</Combat_Miss.rulePack.rulesStrings.6>
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<Combat_Miss.rulePack.rulesStrings.7>failtype->flailed</Combat_Miss.rulePack.rulesStrings.7>
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<Combat_Miss.rulePack.rulesStrings.8>failtype->floundered</Combat_Miss.rulePack.rulesStrings.8>
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<Combat_Miss.rulePack.rulesStrings.9>failtype->missed</Combat_Miss.rulePack.rulesStrings.9>
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<Combat_Miss.rulePack.rulesStrings.10>result->but missed</Combat_Miss.rulePack.rulesStrings.10>
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<Combat_Miss.rulePack.rulesStrings.11>result->but hit only air</Combat_Miss.rulePack.rulesStrings.11>
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<Combat_Miss.rulePack.rulesStrings.12>result->but the swing went wide</Combat_Miss.rulePack.rulesStrings.12>
|
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<Combat_Miss.rulePack.rulesStrings.13>result->but stumbled at the last second</Combat_Miss.rulePack.rulesStrings.13>
|
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<Combat_Miss.rulePack.rulesStrings.14>result->but hesitated at the last second</Combat_Miss.rulePack.rulesStrings.14>
|
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<Combat_Dodge.rulePack.rulesStrings.0>logentry(p=0.2)->[recipient_nameShortDef] dodged [initiator_nameShortDef]'s [maneuver_inf] from [implement].</Combat_Dodge.rulePack.rulesStrings.0>
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<Combat_Dodge.rulePack.rulesStrings.1>logentry(p=0.2)->[recipient_nameShortDef] dodged [initiator_nameShortDef]'s [maneuver_inf].</Combat_Dodge.rulePack.rulesStrings.1>
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<Combat_Dodge.rulePack.rulesStrings.2>result->but [recipient_nameShortDef] leapt out of the way</Combat_Dodge.rulePack.rulesStrings.2>
|
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<Combat_Dodge.rulePack.rulesStrings.3>result->but was deceived by [recipient_nameShortDef]'s feint</Combat_Dodge.rulePack.rulesStrings.3>
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<Combat_Dodge.rulePack.rulesStrings.4>result->but the attack was cleverly avoided</Combat_Dodge.rulePack.rulesStrings.4>
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<Combat_RangedIncludes.rulePack.rulesStrings.0>initiator_definite->[initiator_labelDefinite]</Combat_RangedIncludes.rulePack.rulesStrings.0>
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<Combat_RangedIncludes.rulePack.rulesStrings.1>initiator_definite->[initiator_nameShortDef]</Combat_RangedIncludes.rulePack.rulesStrings.1>
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<Combat_RangedIncludes.rulePack.rulesStrings.2>recipient_definite->[recipient_labelDefinite]</Combat_RangedIncludes.rulePack.rulesStrings.2>
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<Combat_RangedIncludes.rulePack.rulesStrings.3>recipient_definite->[recipient_nameShortDef]</Combat_RangedIncludes.rulePack.rulesStrings.3>
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<Combat_RangedIncludes.rulePack.rulesStrings.4>originalTarget_definite->[originalTarget_labelDefinite]</Combat_RangedIncludes.rulePack.rulesStrings.4>
|
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<Combat_RangedIncludes.rulePack.rulesStrings.5>originalTarget_definite->[originalTarget_nameShortDef]</Combat_RangedIncludes.rulePack.rulesStrings.5>
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<Combat_RangedFire.rulePack.rulesStrings.0>logentry->[initiator_definite] [shotat] [recipient_definite] with [initiator_possessive] [weapon_label].</Combat_RangedFire.rulePack.rulesStrings.0>
|
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<Combat_RangedFire.rulePack.rulesStrings.1>logentry->[initiator_definite] [shot] [initiator_possessive] [weapon_label] at [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.1>
|
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<Combat_RangedFire.rulePack.rulesStrings.2>logentry->[initiator_definite] [shotat] [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.2>
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<Combat_RangedFire.rulePack.rulesStrings.3>logentry->[initiator_definite] [shot_a] [weapon_projectile_label] [burst] at [recipient_definite].</Combat_RangedFire.rulePack.rulesStrings.3>
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<Combat_RangedFire.rulePack.rulesStrings.4>logentry(recipient_missing==True)->[initiator_definite] [shot_a] [weapon_projectile_label].</Combat_RangedFire.rulePack.rulesStrings.4>
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<Combat_RangedFire.rulePack.rulesStrings.5>logentry(recipient_missing==True)->[initiator_definite] [shot] [initiator_possessive] [weapon_label].</Combat_RangedFire.rulePack.rulesStrings.5>
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<Combat_RangedFire.rulePack.rulesStrings.6>shot_a->[shotadverb] [shotverb] a</Combat_RangedFire.rulePack.rulesStrings.6>
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<Combat_RangedFire.rulePack.rulesStrings.7>shot_a(p=2)->[shotverb] a</Combat_RangedFire.rulePack.rulesStrings.7>
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<Combat_RangedFire.rulePack.rulesStrings.8>shot(p=2)->[shotverb]</Combat_RangedFire.rulePack.rulesStrings.8>
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<Combat_RangedFire.rulePack.rulesStrings.9>shot->[shotadverb] [shotverb]</Combat_RangedFire.rulePack.rulesStrings.9>
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<Combat_RangedFire.rulePack.rulesStrings.10>shotat->shot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.10>
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<Combat_RangedFire.rulePack.rulesStrings.11>shotat->[shotadverb] shot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.11>
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<Combat_RangedFire.rulePack.rulesStrings.12>shotat(p=0.5)->tried to shoot [aburst] at</Combat_RangedFire.rulePack.rulesStrings.12>
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<Combat_RangedFire.rulePack.rulesStrings.13>shotat(p=0.3)->took a shot at</Combat_RangedFire.rulePack.rulesStrings.13>
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<Combat_RangedFire.rulePack.rulesStrings.14>shotat(p=0.2)->took a [shotadjective] shot at</Combat_RangedFire.rulePack.rulesStrings.14>
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<Combat_RangedFire.rulePack.rulesStrings.15>shotat->fired [aburst] at</Combat_RangedFire.rulePack.rulesStrings.15>
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<Combat_RangedFire.rulePack.rulesStrings.16>shotat->fired [aburst] [shotadverb] at</Combat_RangedFire.rulePack.rulesStrings.16>
|
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<Combat_RangedFire.rulePack.rulesStrings.17>shotat(p=0.5)->aimed and fired [aburst] at</Combat_RangedFire.rulePack.rulesStrings.17>
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<Combat_RangedFire.rulePack.rulesStrings.18>shotat(p=0.3)->opened fire at</Combat_RangedFire.rulePack.rulesStrings.18>
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<Combat_RangedFire.rulePack.rulesStrings.19>aburst-></Combat_RangedFire.rulePack.rulesStrings.19>
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<Combat_RangedFire.rulePack.rulesStrings.20>aburst(burst==True,p=3)->a burst</Combat_RangedFire.rulePack.rulesStrings.20>
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<Combat_RangedFire.rulePack.rulesStrings.21>burst-></Combat_RangedFire.rulePack.rulesStrings.21>
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<Combat_RangedFire.rulePack.rulesStrings.22>burst(burst==True,p=3)->burst</Combat_RangedFire.rulePack.rulesStrings.22>
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<Combat_RangedFire.rulePack.rulesStrings.23>shotverb->shot</Combat_RangedFire.rulePack.rulesStrings.23>
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<Combat_RangedFire.rulePack.rulesStrings.24>shotverb->fired</Combat_RangedFire.rulePack.rulesStrings.24>
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<Combat_RangedFire.rulePack.rulesStrings.25>shotverb->discharged</Combat_RangedFire.rulePack.rulesStrings.25>
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<Combat_RangedFire.rulePack.rulesStrings.26>shotadverb->carefully</Combat_RangedFire.rulePack.rulesStrings.26>
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<Combat_RangedFire.rulePack.rulesStrings.27>shotadverb->quickly</Combat_RangedFire.rulePack.rulesStrings.27>
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<Combat_RangedFire.rulePack.rulesStrings.28>shotadverb->precisely</Combat_RangedFire.rulePack.rulesStrings.28>
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<Combat_RangedFire.rulePack.rulesStrings.29>shotadverb->deliberately</Combat_RangedFire.rulePack.rulesStrings.29>
|
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<Combat_RangedFire.rulePack.rulesStrings.30>shotadverb->gingerly</Combat_RangedFire.rulePack.rulesStrings.30>
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<Combat_RangedFire.rulePack.rulesStrings.31>shotadverb->precisely</Combat_RangedFire.rulePack.rulesStrings.31>
|
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<Combat_RangedFire.rulePack.rulesStrings.32>shotadverb->warily</Combat_RangedFire.rulePack.rulesStrings.32>
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<Combat_RangedFire.rulePack.rulesStrings.33>shotadjective->careful</Combat_RangedFire.rulePack.rulesStrings.33>
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<Combat_RangedFire.rulePack.rulesStrings.34>shotadjective->quick</Combat_RangedFire.rulePack.rulesStrings.34>
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<Combat_RangedFire.rulePack.rulesStrings.35>shotadjective->deliberate</Combat_RangedFire.rulePack.rulesStrings.35>
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<Combat_RangedFire.rulePack.rulesStrings.36>shotadjective->precise</Combat_RangedFire.rulePack.rulesStrings.36>
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<Combat_RangedFire.rulePack.rulesStrings.37>shotadjective->wary</Combat_RangedFire.rulePack.rulesStrings.37>
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<Combat_RangedDamage.rulePack.rulesStrings.0>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.0>
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<Combat_RangedDamage.rulePack.rulesStrings.1>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] [to] [destroyed_suffix].</Combat_RangedDamage.rulePack.rulesStrings.1>
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<Combat_RangedDamage.rulePack.rulesStrings.2>logentry->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] [expertly].</Combat_RangedDamage.rulePack.rulesStrings.2>
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<Combat_RangedDamage.rulePack.rulesStrings.3>logentry(p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and [destroyed_past] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.3>
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<Combat_RangedDamage.rulePack.rulesStrings.4>logentry(p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [destroyed_present] [recipient_definite]'s [destroyed_targets].</Combat_RangedDamage.rulePack.rulesStrings.4>
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<Combat_RangedDamage.rulePack.rulesStrings.5>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.5>
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<Combat_RangedDamage.rulePack.rulesStrings.6>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] by [initiator_definite]'s [expert] [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.6>
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<Combat_RangedDamage.rulePack.rulesStrings.7>logentry->[recipient_definite]'s [destroyed_targets] was [destroyed_past] into [destroyed_suffix] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.7>
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<Combat_RangedDamage.rulePack.rulesStrings.8>logentry(recipient_partDestroyed_count==0)->[initiator_definite]'s [weapon_projectile_label] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.8>
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<Combat_RangedDamage.rulePack.rulesStrings.9>logentry(recipient_partDestroyed_count==0)->[initiator_definite]'s [weapon_projectile_label] [damaged_past] [recipient_definite]'s [damaged_targets] [expertly].</Combat_RangedDamage.rulePack.rulesStrings.9>
|
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<Combat_RangedDamage.rulePack.rulesStrings.10>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.10>
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<Combat_RangedDamage.rulePack.rulesStrings.11>logentry(recipient_partDestroyed_count==0,p=2)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [damaged_present] [recipient_definite]'s [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.11>
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<Combat_RangedDamage.rulePack.rulesStrings.12>logentry(recipient_partDestroyed_count==0)->[recipient_definite]'s [damaged_targets] was [damagedverb_past] by [initiator_definite]'s [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.12>
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<Combat_RangedDamage.rulePack.rulesStrings.13>logentry(recipient_partDestroyed_count==0)->[recipient_definite]'s [damaged_targets] was [damagedverb_past] by [initiator_definite]'s [expert] [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.13>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.14>logentry(p=3)->[initiator_definite]'s [weapon_projectile_label] [destroyed_past] [recipient_definite]'s [destroyed_targets] and [damaged_past] [recipient_possessive] [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.14>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.15>logentry(p=6)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite], [destroyed_present] [recipient_definite]'s [destroyed_targets] and [damaged_present] [recipient_possessive] [damaged_targets].</Combat_RangedDamage.rulePack.rulesStrings.15>
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<Combat_RangedDamage.rulePack.rulesStrings.16>logentry(p=0.2)->[initiator_definite] hit [recipient_definite] with a [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.16>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.17>logentry(p=0.2)->[initiator_definite]'s [weapon_projectile_label] hit [recipient_definite].</Combat_RangedDamage.rulePack.rulesStrings.17>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.18>logentry(p=0.4)->[initiator_definite] [missed] [originalTarget_definite] and hit [recipient_definite] with a [weapon_projectile_label].</Combat_RangedDamage.rulePack.rulesStrings.18>
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|
<Combat_RangedDamage.rulePack.rulesStrings.19>logentry(p=0.4)->[initiator_definite]'s [weapon_projectile_label] [missed] [originalTarget_definite] and hit [recipient_definite].</Combat_RangedDamage.rulePack.rulesStrings.19>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.20>logentry(p=0.2)->[initiator_definite] hit [recipient_definite] with a [weapon_projectile_label] intended for [originalTarget_definite].</Combat_RangedDamage.rulePack.rulesStrings.20>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.21>weapon_projectile_label(p=0.05)->shot</Combat_RangedDamage.rulePack.rulesStrings.21>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.22>destroyed_past->shattered</Combat_RangedDamage.rulePack.rulesStrings.22>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.23>destroyed_past->crushed</Combat_RangedDamage.rulePack.rulesStrings.23>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.24>destroyed_past->obliterated</Combat_RangedDamage.rulePack.rulesStrings.24>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.25>destroyed_past->annihilated</Combat_RangedDamage.rulePack.rulesStrings.25>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.26>destroyed_past->pierced</Combat_RangedDamage.rulePack.rulesStrings.26>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.27>destroyed_past->perforated</Combat_RangedDamage.rulePack.rulesStrings.27>
|
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<Combat_RangedDamage.rulePack.rulesStrings.28>destroyed_past->punctured</Combat_RangedDamage.rulePack.rulesStrings.28>
|
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<Combat_RangedDamage.rulePack.rulesStrings.29>destroyed_present->shattering</Combat_RangedDamage.rulePack.rulesStrings.29>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.30>destroyed_present->crushing</Combat_RangedDamage.rulePack.rulesStrings.30>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.31>destroyed_present->obliterating</Combat_RangedDamage.rulePack.rulesStrings.31>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.32>destroyed_present->annihilating</Combat_RangedDamage.rulePack.rulesStrings.32>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.33>destroyed_present->piercing</Combat_RangedDamage.rulePack.rulesStrings.33>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.34>destroyed_present->perforating</Combat_RangedDamage.rulePack.rulesStrings.34>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.35>destroyed_present->puncturing</Combat_RangedDamage.rulePack.rulesStrings.35>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.36>destroyed_suffix->pieces</Combat_RangedDamage.rulePack.rulesStrings.36>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.37>destroyed_suffix->bits</Combat_RangedDamage.rulePack.rulesStrings.37>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.38>destroyed_suffix->a fine mist</Combat_RangedDamage.rulePack.rulesStrings.38>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.39>destroyed_suffix->fragments</Combat_RangedDamage.rulePack.rulesStrings.39>
|
|
<Combat_RangedDamage.rulePack.rulesStrings.40>destroyed_suffix(p=0.5)->a holey mess</Combat_RangedDamage.rulePack.rulesStrings.40>
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<Combat_RangedDamage.rulePack.rulesStrings.41>destroyed_suffix(p=0.2)->ground beef</Combat_RangedDamage.rulePack.rulesStrings.41>
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<Combat_RangedDamage.rulePack.rulesStrings.42>damaged_past->wounded</Combat_RangedDamage.rulePack.rulesStrings.42>
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<Combat_RangedDamage.rulePack.rulesStrings.43>damaged_past->injured</Combat_RangedDamage.rulePack.rulesStrings.43>
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<Combat_RangedDamage.rulePack.rulesStrings.44>damaged_past->pierced</Combat_RangedDamage.rulePack.rulesStrings.44>
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<Combat_RangedDamage.rulePack.rulesStrings.45>damaged_past->damaged</Combat_RangedDamage.rulePack.rulesStrings.45>
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<Combat_RangedDamage.rulePack.rulesStrings.46>damaged_past->shot</Combat_RangedDamage.rulePack.rulesStrings.46>
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<Combat_RangedDamage.rulePack.rulesStrings.47>damaged_present->wounding</Combat_RangedDamage.rulePack.rulesStrings.47>
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<Combat_RangedDamage.rulePack.rulesStrings.48>damaged_present->injuring</Combat_RangedDamage.rulePack.rulesStrings.48>
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<Combat_RangedDamage.rulePack.rulesStrings.49>damaged_present->piercing</Combat_RangedDamage.rulePack.rulesStrings.49>
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<Combat_RangedDamage.rulePack.rulesStrings.50>damaged_present->damaging</Combat_RangedDamage.rulePack.rulesStrings.50>
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<Combat_RangedDamage.rulePack.rulesStrings.51>damaged_present->shooting</Combat_RangedDamage.rulePack.rulesStrings.51>
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<Combat_RangedDamage.rulePack.rulesStrings.52>damaged_suffix->in an ugly fashion</Combat_RangedDamage.rulePack.rulesStrings.52>
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<Combat_RangedDamage.rulePack.rulesStrings.53>damaged_suffix->with visible blood</Combat_RangedDamage.rulePack.rulesStrings.53>
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<Combat_RangedDamage.rulePack.rulesStrings.54>damaged_suffix->with the flesh visible</Combat_RangedDamage.rulePack.rulesStrings.54>
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<Combat_RangedDamage.rulePack.rulesStrings.55>to->to</Combat_RangedDamage.rulePack.rulesStrings.55>
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<Combat_RangedDamage.rulePack.rulesStrings.56>to->into</Combat_RangedDamage.rulePack.rulesStrings.56>
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<Combat_RangedDamage.rulePack.rulesStrings.57>missed->missed</Combat_RangedDamage.rulePack.rulesStrings.57>
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<Combat_RangedDamage.rulePack.rulesStrings.58>missed->narrowly missed</Combat_RangedDamage.rulePack.rulesStrings.58>
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<Combat_RangedMiss.rulePack.rulesStrings.0>logentry->[initiator_definite]'s [weapon_projectile_label] [missed].</Combat_RangedMiss.rulePack.rulesStrings.0>
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<Combat_RangedMiss.rulePack.rulesStrings.1>logentry->[initiator_definite] missed [originalTarget_definite].</Combat_RangedMiss.rulePack.rulesStrings.1>
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<Combat_RangedMiss.rulePack.rulesStrings.2>logentry->[originalTarget_definite] [avoidance], [initiator_definite]'s [weapon_projectile_label] [missing].</Combat_RangedMiss.rulePack.rulesStrings.2>
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<Combat_RangedMiss.rulePack.rulesStrings.3>missed(p=4)->missed</Combat_RangedMiss.rulePack.rulesStrings.3>
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<Combat_RangedMiss.rulePack.rulesStrings.4>missed(p=2)->missed by a small margin</Combat_RangedMiss.rulePack.rulesStrings.4>
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<Combat_RangedMiss.rulePack.rulesStrings.5>missed(p=2)->missed by a wide margin</Combat_RangedMiss.rulePack.rulesStrings.5>
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<Combat_RangedMiss.rulePack.rulesStrings.6>missed->went wide</Combat_RangedMiss.rulePack.rulesStrings.6>
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<Combat_RangedMiss.rulePack.rulesStrings.7>missed->flew into the air</Combat_RangedMiss.rulePack.rulesStrings.7>
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<Combat_RangedMiss.rulePack.rulesStrings.8>missed->flew high into the air</Combat_RangedMiss.rulePack.rulesStrings.8>
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<Combat_RangedMiss.rulePack.rulesStrings.9>missed->dug into the ground</Combat_RangedMiss.rulePack.rulesStrings.9>
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<Combat_RangedMiss.rulePack.rulesStrings.10>missed->caromed off [originalTarget_definite]'s cover</Combat_RangedMiss.rulePack.rulesStrings.10>
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<Combat_RangedMiss.rulePack.rulesStrings.11>missed->skipped off the ground and was lost</Combat_RangedMiss.rulePack.rulesStrings.11>
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<Combat_RangedMiss.rulePack.rulesStrings.12>missed->dug a divot out of the ground</Combat_RangedMiss.rulePack.rulesStrings.12>
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<Combat_RangedMiss.rulePack.rulesStrings.13>missed(p=0.2)->passed within millimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.13>
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<Combat_RangedMiss.rulePack.rulesStrings.14>missed->passed within centimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.14>
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<Combat_RangedMiss.rulePack.rulesStrings.15>missed->passed within a meter of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.15>
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<Combat_RangedMiss.rulePack.rulesStrings.16>missed->was blown offcourse</Combat_RangedMiss.rulePack.rulesStrings.16>
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<Combat_RangedMiss.rulePack.rulesStrings.17>missing->missing</Combat_RangedMiss.rulePack.rulesStrings.17>
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<Combat_RangedMiss.rulePack.rulesStrings.18>missing->missing by a small margin</Combat_RangedMiss.rulePack.rulesStrings.18>
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<Combat_RangedMiss.rulePack.rulesStrings.19>missing->missing by a wide margin</Combat_RangedMiss.rulePack.rulesStrings.19>
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<Combat_RangedMiss.rulePack.rulesStrings.20>missing->going wide</Combat_RangedMiss.rulePack.rulesStrings.20>
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<Combat_RangedMiss.rulePack.rulesStrings.21>missing->flying into the air</Combat_RangedMiss.rulePack.rulesStrings.21>
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<Combat_RangedMiss.rulePack.rulesStrings.22>missing->flying high into the air</Combat_RangedMiss.rulePack.rulesStrings.22>
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<Combat_RangedMiss.rulePack.rulesStrings.23>missing->digging into the ground</Combat_RangedMiss.rulePack.rulesStrings.23>
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<Combat_RangedMiss.rulePack.rulesStrings.24>missing->skipping off the ground and becoming lost</Combat_RangedMiss.rulePack.rulesStrings.24>
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<Combat_RangedMiss.rulePack.rulesStrings.25>missing->digging a divot out of the ground</Combat_RangedMiss.rulePack.rulesStrings.25>
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<Combat_RangedMiss.rulePack.rulesStrings.26>missing(p=0.2)->passing within millimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.26>
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<Combat_RangedMiss.rulePack.rulesStrings.27>missing->passing within centimeters of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.27>
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<Combat_RangedMiss.rulePack.rulesStrings.28>missing->passing within a meter of [originalTarget_definite]</Combat_RangedMiss.rulePack.rulesStrings.28>
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<Combat_RangedMiss.rulePack.rulesStrings.29>missing->blowing offcourse</Combat_RangedMiss.rulePack.rulesStrings.29>
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<Combat_RangedMiss.rulePack.rulesStrings.30>avoidance->jerked aside at the last second</Combat_RangedMiss.rulePack.rulesStrings.30>
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<Combat_RangedMiss.rulePack.rulesStrings.31>avoidance->stumbled in an attempt to escape</Combat_RangedMiss.rulePack.rulesStrings.31>
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<Combat_RangedMiss.rulePack.rulesStrings.32>avoidance->threw [originalTarget_objective]self to the ground</Combat_RangedMiss.rulePack.rulesStrings.32>
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<Combat_RangedMiss.rulePack.rulesStrings.33>avoidance(p=0.3)->ducked behind the nearest piece of cover</Combat_RangedMiss.rulePack.rulesStrings.33>
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<Combat_RangedMiss.rulePack.rulesStrings.34>avoidance(p=0.3)->leaped behind the nearest piece of cover</Combat_RangedMiss.rulePack.rulesStrings.34>
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<Combat_ExplosionImpact.rulePack.rulesStrings.0>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.0>
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<Combat_ExplosionImpact.rulePack.rulesStrings.1>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.1>
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<Combat_ExplosionImpact.rulePack.rulesStrings.2>prefix->The [blast] [fromof] [initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.2>
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<Combat_ExplosionImpact.rulePack.rulesStrings.3>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.3>
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<Combat_ExplosionImpact.rulePack.rulesStrings.4>prefix->The [blast] [fromof] [initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.4>
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<Combat_ExplosionImpact.rulePack.rulesStrings.5>prefix->The [blast] [fromof] [initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.5>
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<Combat_ExplosionImpact.rulePack.rulesStrings.6>prefix->[initiator_definite]'s [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.6>
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<Combat_ExplosionImpact.rulePack.rulesStrings.7>prefix->[initiator_definite]'s [weapon_projectile_label] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.7>
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<Combat_ExplosionImpact.rulePack.rulesStrings.8>prefix->[initiator_definite]'s [mortarshell] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.8>
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<Combat_ExplosionImpact.rulePack.rulesStrings.9>prefix->[initiator_definite]'s [weapon_label] [blast]</Combat_ExplosionImpact.rulePack.rulesStrings.9>
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<Combat_ExplosionImpact.rulePack.rulesStrings.10>prefix->[initiator_definite]'s [weapon_projectile_label]</Combat_ExplosionImpact.rulePack.rulesStrings.10>
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<Combat_ExplosionImpact.rulePack.rulesStrings.11>prefix->[initiator_definite]'s [mortarshell]</Combat_ExplosionImpact.rulePack.rulesStrings.11>
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<Combat_ExplosionImpact.rulePack.rulesStrings.12>prefix->[initiator_definite]'s [weapon_label]</Combat_ExplosionImpact.rulePack.rulesStrings.12>
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<Combat_ExplosionImpact.rulePack.rulesStrings.13>logentry->[prefix] [injured] [recipient_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.13>
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<Combat_ExplosionImpact.rulePack.rulesStrings.14>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.14>
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<Combat_ExplosionImpact.rulePack.rulesStrings.15>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets] [flavortextadverb].</Combat_ExplosionImpact.rulePack.rulesStrings.15>
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<Combat_ExplosionImpact.rulePack.rulesStrings.16>logentry->[prefix] [flavortextadverb] [destroyed] [recipient_definite]'s [destroyed_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.16>
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<Combat_ExplosionImpact.rulePack.rulesStrings.17>logentry->[prefix] [destroyed] [recipient_definite]'s [destroyed_targets] and [damaged_past] [recipient_possessive] [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.17>
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<Combat_ExplosionImpact.rulePack.rulesStrings.18>logentry(recipient_part_destroyed_count==0)->[prefix] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.18>
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<Combat_ExplosionImpact.rulePack.rulesStrings.19>logentry(recipient_part_destroyed_count==0)->[prefix] [damaged_past] [recipient_definite]'s [damaged_targets] [flavortextadverb].</Combat_ExplosionImpact.rulePack.rulesStrings.19>
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<Combat_ExplosionImpact.rulePack.rulesStrings.20>logentry(recipient_part_destroyed_count==0)->[prefix] [flavortextadverb] [damaged_past] [recipient_definite]'s [damaged_targets].</Combat_ExplosionImpact.rulePack.rulesStrings.20>
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<Combat_ExplosionImpact.rulePack.rulesStrings.21>logentry->[recipient_definite] was [damaged_past] by [initiator_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.21>
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<Combat_ExplosionImpact.rulePack.rulesStrings.22>logentry->[recipient_definite] was [damaged_past] [flavortextadverb] by [initiator_definite].</Combat_ExplosionImpact.rulePack.rulesStrings.22>
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<Combat_ExplosionImpact.rulePack.rulesStrings.23>logentry->[recipient_definite] was [damaged_past].</Combat_ExplosionImpact.rulePack.rulesStrings.23>
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<Combat_ExplosionImpact.rulePack.rulesStrings.24>blast->explosion</Combat_ExplosionImpact.rulePack.rulesStrings.24>
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<Combat_ExplosionImpact.rulePack.rulesStrings.25>blast->blast</Combat_ExplosionImpact.rulePack.rulesStrings.25>
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<Combat_ExplosionImpact.rulePack.rulesStrings.26>blast->shockwave</Combat_ExplosionImpact.rulePack.rulesStrings.26>
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<Combat_ExplosionImpact.rulePack.rulesStrings.27>blast->detonation</Combat_ExplosionImpact.rulePack.rulesStrings.27>
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<Combat_ExplosionImpact.rulePack.rulesStrings.28>blast->discharge</Combat_ExplosionImpact.rulePack.rulesStrings.28>
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<Combat_ExplosionImpact.rulePack.rulesStrings.29>blast->impact</Combat_ExplosionImpact.rulePack.rulesStrings.29>
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<Combat_ExplosionImpact.rulePack.rulesStrings.30>fromof->from</Combat_ExplosionImpact.rulePack.rulesStrings.30>
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<Combat_ExplosionImpact.rulePack.rulesStrings.31>fromof->of</Combat_ExplosionImpact.rulePack.rulesStrings.31>
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<Combat_ExplosionImpact.rulePack.rulesStrings.32>fromof->from</Combat_ExplosionImpact.rulePack.rulesStrings.32>
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<Combat_ExplosionImpact.rulePack.rulesStrings.33>fromof->of</Combat_ExplosionImpact.rulePack.rulesStrings.33>
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</LanguageData> |