75 lines
6.4 KiB
XML
75 lines
6.4 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<Damage_Bomb.rulePack.rulesStrings.0>damaged_past(p=2)->blasted</Damage_Bomb.rulePack.rulesStrings.0>
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<Damage_Bomb.rulePack.rulesStrings.1>damaged_past(p=2)->exploded</Damage_Bomb.rulePack.rulesStrings.1>
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<Damage_Bomb.rulePack.rulesStrings.2>damaged_past->injured</Damage_Bomb.rulePack.rulesStrings.2>
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<Damage_Bomb.rulePack.rulesStrings.3>damaged_past->damaged</Damage_Bomb.rulePack.rulesStrings.3>
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<Damage_Bomb.rulePack.rulesStrings.4>damaged_past->wounded</Damage_Bomb.rulePack.rulesStrings.4>
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<Damage_Bomb.rulePack.rulesStrings.5>damaged_past->hurt</Damage_Bomb.rulePack.rulesStrings.5>
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<Damage_Bomb.rulePack.rulesStrings.6>destroyed->shattered</Damage_Bomb.rulePack.rulesStrings.6>
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<Damage_Bomb.rulePack.rulesStrings.7>destroyed->crushed</Damage_Bomb.rulePack.rulesStrings.7>
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<Damage_Bomb.rulePack.rulesStrings.8>destroyed->obliterated</Damage_Bomb.rulePack.rulesStrings.8>
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<Damage_Bomb.rulePack.rulesStrings.9>destroyed->annihilated</Damage_Bomb.rulePack.rulesStrings.9>
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<Damage_Bomb.rulePack.rulesStrings.10>destroyed->detonated</Damage_Bomb.rulePack.rulesStrings.10>
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<Damage_Flame.rulePack.rulesStrings.0>damaged_past(p=2)->blasted</Damage_Flame.rulePack.rulesStrings.0>
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<Damage_Flame.rulePack.rulesStrings.1>damaged_past(p=2)->scorched</Damage_Flame.rulePack.rulesStrings.1>
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<Damage_Flame.rulePack.rulesStrings.2>damaged_past(p=2)->burned</Damage_Flame.rulePack.rulesStrings.2>
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<Damage_Flame.rulePack.rulesStrings.3>damaged_past(p=2)->blistered</Damage_Flame.rulePack.rulesStrings.3>
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<Damage_Flame.rulePack.rulesStrings.4>damaged_past(p=2)->ignited</Damage_Flame.rulePack.rulesStrings.4>
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<Damage_Flame.rulePack.rulesStrings.5>damaged_past(p=2)->seared</Damage_Flame.rulePack.rulesStrings.5>
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<Damage_Flame.rulePack.rulesStrings.6>damaged_past->injured</Damage_Flame.rulePack.rulesStrings.6>
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<Damage_Flame.rulePack.rulesStrings.7>damaged_past->damaged</Damage_Flame.rulePack.rulesStrings.7>
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<Damage_Flame.rulePack.rulesStrings.8>damaged_past->wounded</Damage_Flame.rulePack.rulesStrings.8>
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<Damage_Flame.rulePack.rulesStrings.9>damaged_past->hurt</Damage_Flame.rulePack.rulesStrings.9>
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<Damage_Flame.rulePack.rulesStrings.10>destroyed->cremated</Damage_Flame.rulePack.rulesStrings.10>
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<Damage_Flame.rulePack.rulesStrings.11>destroyed->incinerated</Damage_Flame.rulePack.rulesStrings.11>
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<Damage_Flame.rulePack.rulesStrings.12>destroyed->charred</Damage_Flame.rulePack.rulesStrings.12>
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<Damage_Flame.rulePack.rulesStrings.13>destroyed->obliterated</Damage_Flame.rulePack.rulesStrings.13>
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<Damage_Flame.rulePack.rulesStrings.14>destroyed->annihilated</Damage_Flame.rulePack.rulesStrings.14>
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<Damage_Flame.rulePack.rulesStrings.15>destroyed->detonated</Damage_Flame.rulePack.rulesStrings.15>
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<Damage_Flame.rulePack.rulesStrings.16>damaged_present->injuring</Damage_Flame.rulePack.rulesStrings.16>
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<Damage_Flame.rulePack.rulesStrings.17>damaged_present->damaging</Damage_Flame.rulePack.rulesStrings.17>
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<Damage_Flame.rulePack.rulesStrings.18>damaged_present->wounding</Damage_Flame.rulePack.rulesStrings.18>
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<Damage_Flame.rulePack.rulesStrings.19>damaged_present->hurting</Damage_Flame.rulePack.rulesStrings.19>
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<Damage_Flame.rulePack.rulesStrings.20>destroyed_past->cremated</Damage_Flame.rulePack.rulesStrings.20>
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<Damage_Flame.rulePack.rulesStrings.21>destroyed_past->incinerated</Damage_Flame.rulePack.rulesStrings.21>
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<Damage_Flame.rulePack.rulesStrings.22>destroyed_past->charred</Damage_Flame.rulePack.rulesStrings.22>
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<Damage_Flame.rulePack.rulesStrings.23>destroyed_past->obliterated</Damage_Flame.rulePack.rulesStrings.23>
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<Damage_Flame.rulePack.rulesStrings.24>destroyed_past->annihilated</Damage_Flame.rulePack.rulesStrings.24>
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<Damage_Flame.rulePack.rulesStrings.25>destroyed_past->detonated</Damage_Flame.rulePack.rulesStrings.25>
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<Damage_Flame.rulePack.rulesStrings.26>destroyed_present->cremating</Damage_Flame.rulePack.rulesStrings.26>
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<Damage_Flame.rulePack.rulesStrings.27>destroyed_present->incinerating</Damage_Flame.rulePack.rulesStrings.27>
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<Damage_Flame.rulePack.rulesStrings.28>destroyed_present->charring</Damage_Flame.rulePack.rulesStrings.28>
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<Damage_Flame.rulePack.rulesStrings.29>destroyed_present->obliterating</Damage_Flame.rulePack.rulesStrings.29>
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<Damage_Flame.rulePack.rulesStrings.30>destroyed_present->annihilating</Damage_Flame.rulePack.rulesStrings.30>
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<Damage_Flame.rulePack.rulesStrings.31>destroyed_present->detonating</Damage_Flame.rulePack.rulesStrings.31>
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<!-- Weird damage types that don't really destroy anything -->
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<Damage_Extinguish.rulePack.rulesStrings.0>damaged_past->extinguished</Damage_Extinguish.rulePack.rulesStrings.0>
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<Damage_Extinguish.rulePack.rulesStrings.1>damaged_past->swamped</Damage_Extinguish.rulePack.rulesStrings.1>
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<Damage_Extinguish.rulePack.rulesStrings.2>damaged_past->foamed</Damage_Extinguish.rulePack.rulesStrings.2>
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<Damage_Extinguish.rulePack.rulesStrings.3>damaged_past->quenched</Damage_Extinguish.rulePack.rulesStrings.3>
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<Damage_Extinguish.rulePack.rulesStrings.4>destroyed_past->damaged_past</Damage_Extinguish.rulePack.rulesStrings.4>
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<Damage_Stun.rulePack.rulesStrings.0>damaged_past->stunned</Damage_Stun.rulePack.rulesStrings.0>
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<Damage_Stun.rulePack.rulesStrings.1>damaged_past->confused</Damage_Stun.rulePack.rulesStrings.1>
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<Damage_Stun.rulePack.rulesStrings.2>damaged_past->stopped</Damage_Stun.rulePack.rulesStrings.2>
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<Damage_Stun.rulePack.rulesStrings.3>damaged_past->dizzied</Damage_Stun.rulePack.rulesStrings.3>
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<Damage_Stun.rulePack.rulesStrings.4>destroyed_past->damaged_past</Damage_Stun.rulePack.rulesStrings.4>
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<Damage_EMP.rulePack.rulesStrings.0>damaged_past->electrified</Damage_EMP.rulePack.rulesStrings.0>
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<Damage_EMP.rulePack.rulesStrings.1>damaged_past->shocked</Damage_EMP.rulePack.rulesStrings.1>
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<Damage_EMP.rulePack.rulesStrings.2>damaged_past->zapped</Damage_EMP.rulePack.rulesStrings.2>
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<Damage_EMP.rulePack.rulesStrings.3>destroyed_past->damaged_past</Damage_EMP.rulePack.rulesStrings.3>
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<Damage_Smoke.rulePack.rulesStrings.0>damaged_past->smoked</Damage_Smoke.rulePack.rulesStrings.0>
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<Damage_Smoke.rulePack.rulesStrings.1>damaged_past->fogged</Damage_Smoke.rulePack.rulesStrings.1>
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<Damage_Smoke.rulePack.rulesStrings.2>damaged_past->clouded</Damage_Smoke.rulePack.rulesStrings.2>
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<Damage_Smoke.rulePack.rulesStrings.3>destroyed_past->damaged_past</Damage_Smoke.rulePack.rulesStrings.3>
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</LanguageData> |