RimWorld-ChineseSimplified/DefInjected/RulePackDef/RulePacks_Maneuvers.xml
2017-10-28 21:26:08 +08:00

213 lines
22 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<Maneuver_Slash.rulePack.rulesStrings.0>maneuver_inf(p=4)->slash</Maneuver_Slash.rulePack.rulesStrings.0>
<Maneuver_Slash.rulePack.rulesStrings.1>maneuver_inf->cut</Maneuver_Slash.rulePack.rulesStrings.1>
<Maneuver_Slash.rulePack.rulesStrings.2>maneuver_inf->chop</Maneuver_Slash.rulePack.rulesStrings.2>
<Maneuver_Slash.rulePack.rulesStrings.3>maneuver_inf->hack</Maneuver_Slash.rulePack.rulesStrings.3>
<Maneuver_Slash.rulePack.rulesStrings.4>maneuver_inf->slice</Maneuver_Slash.rulePack.rulesStrings.4>
<Maneuver_Slash.rulePack.rulesStrings.5>maneuver_inf->gash</Maneuver_Slash.rulePack.rulesStrings.5>
<Maneuver_Slash.rulePack.rulesStrings.6>maneuver_past(p=4)->slashed</Maneuver_Slash.rulePack.rulesStrings.6>
<Maneuver_Slash.rulePack.rulesStrings.7>maneuver_past->cut</Maneuver_Slash.rulePack.rulesStrings.7>
<Maneuver_Slash.rulePack.rulesStrings.8>maneuver_past->chopped</Maneuver_Slash.rulePack.rulesStrings.8>
<Maneuver_Slash.rulePack.rulesStrings.9>maneuver_past->hacked</Maneuver_Slash.rulePack.rulesStrings.9>
<Maneuver_Slash.rulePack.rulesStrings.10>maneuver_past->sliced</Maneuver_Slash.rulePack.rulesStrings.10>
<Maneuver_Slash.rulePack.rulesStrings.11>maneuver_past->gashed</Maneuver_Slash.rulePack.rulesStrings.11>
<Maneuver_Slash.rulePack.rulesStrings.12>maneuverresult_present->slashing</Maneuver_Slash.rulePack.rulesStrings.12>
<Maneuver_Slash.rulePack.rulesStrings.13>maneuverresult_present->cutting</Maneuver_Slash.rulePack.rulesStrings.13>
<Maneuver_Slash.rulePack.rulesStrings.14>maneuverresult_present->slicing</Maneuver_Slash.rulePack.rulesStrings.14>
<Maneuver_Slash.rulePack.rulesStrings.15>maneuverresult_present->gashing</Maneuver_Slash.rulePack.rulesStrings.15>
<Maneuver_Slash.rulePack.rulesStrings.16>maneuverresult_present->tearing</Maneuver_Slash.rulePack.rulesStrings.16>
<Maneuver_Slash.rulePack.rulesStrings.17>maneuverresult_present->lacerating</Maneuver_Slash.rulePack.rulesStrings.17>
<Maneuver_Slash.rulePack.rulesStrings.18>woundname->wound</Maneuver_Slash.rulePack.rulesStrings.18>
<Maneuver_Slash.rulePack.rulesStrings.19>woundname(p=0.3)->opening</Maneuver_Slash.rulePack.rulesStrings.19>
<Maneuver_Slash.rulePack.rulesStrings.20>flavortext->and exposing the flesh underneath</Maneuver_Slash.rulePack.rulesStrings.20>
<Maneuver_Slash.rulePack.rulesStrings.21>flavortext->and leaving a gory [woundname]</Maneuver_Slash.rulePack.rulesStrings.21>
<Maneuver_Slash.rulePack.rulesStrings.22>flavortext->with blood dripping from the [woundname]</Maneuver_Slash.rulePack.rulesStrings.22>
<Maneuver_Slash.rulePack.rulesStrings.23>destroyed_past->bisected</Maneuver_Slash.rulePack.rulesStrings.23>
<Maneuver_Slash.rulePack.rulesStrings.24>destroyed_past->divided</Maneuver_Slash.rulePack.rulesStrings.24>
<Maneuver_Slash.rulePack.rulesStrings.25>destroyed_past->halved</Maneuver_Slash.rulePack.rulesStrings.25>
<Maneuver_Slash.rulePack.rulesStrings.26>destroyed_past->separated</Maneuver_Slash.rulePack.rulesStrings.26>
<Maneuver_Slash.rulePack.rulesStrings.27>destroyed_past->split</Maneuver_Slash.rulePack.rulesStrings.27>
<Maneuver_Slash.rulePack.rulesStrings.28>destroyed_present->bisecting</Maneuver_Slash.rulePack.rulesStrings.28>
<Maneuver_Slash.rulePack.rulesStrings.29>destroyed_present->dividing</Maneuver_Slash.rulePack.rulesStrings.29>
<Maneuver_Slash.rulePack.rulesStrings.30>destroyed_present->halving</Maneuver_Slash.rulePack.rulesStrings.30>
<Maneuver_Slash.rulePack.rulesStrings.31>destroyed_present->separating</Maneuver_Slash.rulePack.rulesStrings.31>
<Maneuver_Slash.rulePack.rulesStrings.32>destroyed_present->splitting</Maneuver_Slash.rulePack.rulesStrings.32>
<Maneuver_Slash.rulePack.rulesStrings.33>destroyed_suffix->into neat pieces</Maneuver_Slash.rulePack.rulesStrings.33>
<Maneuver_Slash.rulePack.rulesStrings.34>destroyed_suffix->cleanly</Maneuver_Slash.rulePack.rulesStrings.34>
<Maneuver_Slash.rulePack.rulesStrings.35>destroyed_suffix(target_part_destroyed_count==1)->exposing its inner workings</Maneuver_Slash.rulePack.rulesStrings.35>
<Maneuver_Slash.rulePack.rulesStrings.36>destroyed_suffix(target_part_destroyed_count==1)->slicing it in twain</Maneuver_Slash.rulePack.rulesStrings.36>
<Maneuver_Slash.rulePack.rulesStrings.37>destroyed_suffix(target_part_destroyed_count==1)->exposing its inner workings</Maneuver_Slash.rulePack.rulesStrings.37>
<Maneuver_Slash.rulePack.rulesStrings.38>destroyed_suffix(target_part_destroyed_count==1)->slicing it in twain</Maneuver_Slash.rulePack.rulesStrings.38>
<Maneuver_Stab.rulePack.rulesStrings.0>maneuver_inf(p=4)->stab</Maneuver_Stab.rulePack.rulesStrings.0>
<Maneuver_Stab.rulePack.rulesStrings.1>maneuver_inf->jab</Maneuver_Stab.rulePack.rulesStrings.1>
<Maneuver_Stab.rulePack.rulesStrings.2>maneuver_inf->pierce</Maneuver_Stab.rulePack.rulesStrings.2>
<Maneuver_Stab.rulePack.rulesStrings.3>maneuver_inf->puncture</Maneuver_Stab.rulePack.rulesStrings.3>
<Maneuver_Stab.rulePack.rulesStrings.4>maneuver_inf->skewer</Maneuver_Stab.rulePack.rulesStrings.4>
<Maneuver_Stab.rulePack.rulesStrings.5>maneuver_past(p=4)->stabbed</Maneuver_Stab.rulePack.rulesStrings.5>
<Maneuver_Stab.rulePack.rulesStrings.6>maneuver_past->jabbed</Maneuver_Stab.rulePack.rulesStrings.6>
<Maneuver_Stab.rulePack.rulesStrings.7>maneuver_past->pierced</Maneuver_Stab.rulePack.rulesStrings.7>
<Maneuver_Stab.rulePack.rulesStrings.8>maneuver_past->punctured</Maneuver_Stab.rulePack.rulesStrings.8>
<Maneuver_Stab.rulePack.rulesStrings.9>maneuver_past->skewered</Maneuver_Stab.rulePack.rulesStrings.9>
<Maneuver_Stab.rulePack.rulesStrings.10>maneuverresult_present->piercing</Maneuver_Stab.rulePack.rulesStrings.10>
<Maneuver_Stab.rulePack.rulesStrings.11>maneuverresult_present->puncturing</Maneuver_Stab.rulePack.rulesStrings.11>
<Maneuver_Stab.rulePack.rulesStrings.12>maneuverresult_present->penetrating</Maneuver_Stab.rulePack.rulesStrings.12>
<Maneuver_Stab.rulePack.rulesStrings.13>maneuverresult_present->skewering</Maneuver_Stab.rulePack.rulesStrings.13>
<Maneuver_Stab.rulePack.rulesStrings.14>woundname->hole</Maneuver_Stab.rulePack.rulesStrings.14>
<Maneuver_Stab.rulePack.rulesStrings.15>woundname->wound</Maneuver_Stab.rulePack.rulesStrings.15>
<Maneuver_Stab.rulePack.rulesStrings.16>woundname->crevice</Maneuver_Stab.rulePack.rulesStrings.16>
<Maneuver_Stab.rulePack.rulesStrings.17>flavortext->leaving a bloody [woundname]</Maneuver_Stab.rulePack.rulesStrings.17>
<Maneuver_Stab.rulePack.rulesStrings.18>flavortext->leaving a torn [woundname]</Maneuver_Stab.rulePack.rulesStrings.18>
<Maneuver_Stab.rulePack.rulesStrings.19>flavortext->leaving a bleeding [woundname]</Maneuver_Stab.rulePack.rulesStrings.19>
<Maneuver_Stab.rulePack.rulesStrings.20>destroyed_past->impaled</Maneuver_Stab.rulePack.rulesStrings.20>
<Maneuver_Stab.rulePack.rulesStrings.21>destroyed_past->perforated</Maneuver_Stab.rulePack.rulesStrings.21>
<Maneuver_Stab.rulePack.rulesStrings.22>destroyed_past->skewered</Maneuver_Stab.rulePack.rulesStrings.22>
<Maneuver_Stab.rulePack.rulesStrings.23>destroyed_present->impaling</Maneuver_Stab.rulePack.rulesStrings.23>
<Maneuver_Stab.rulePack.rulesStrings.24>destroyed_present->perforating</Maneuver_Stab.rulePack.rulesStrings.24>
<Maneuver_Stab.rulePack.rulesStrings.25>destroyed_present->skewering</Maneuver_Stab.rulePack.rulesStrings.25>
<Maneuver_Stab.rulePack.rulesStrings.26>destroyed_suffix->straight through</Maneuver_Stab.rulePack.rulesStrings.26>
<Maneuver_Stab.rulePack.rulesStrings.27>destroyed_suffix->leaving a clean hole</Maneuver_Stab.rulePack.rulesStrings.27>
<Maneuver_Stab.rulePack.rulesStrings.28>destroyed_suffix(target_part_destroyed_count==1)->leaving it leaking gory fluids</Maneuver_Stab.rulePack.rulesStrings.28>
<Maneuver_Stab.rulePack.rulesStrings.29>destroyed_suffix(target_part_destroyed_count==1)->leaving it leaking unrecognizable fluids</Maneuver_Stab.rulePack.rulesStrings.29>
<Maneuver_Smash_Damage.rulePack.rulesStrings.0>damaged_inf(p=4)->smash</Maneuver_Smash_Damage.rulePack.rulesStrings.0>
<Maneuver_Smash_Damage.rulePack.rulesStrings.1>damaged_inf->bash</Maneuver_Smash_Damage.rulePack.rulesStrings.1>
<Maneuver_Smash_Damage.rulePack.rulesStrings.2>damaged_inf->clobber</Maneuver_Smash_Damage.rulePack.rulesStrings.2>
<Maneuver_Smash_Damage.rulePack.rulesStrings.3>damaged_inf->slam</Maneuver_Smash_Damage.rulePack.rulesStrings.3>
<Maneuver_Smash_Damage.rulePack.rulesStrings.4>damaged_inf->strike</Maneuver_Smash_Damage.rulePack.rulesStrings.4>
<Maneuver_Smash_Damage.rulePack.rulesStrings.5>damaged_past(p=4)->smashed</Maneuver_Smash_Damage.rulePack.rulesStrings.5>
<Maneuver_Smash_Damage.rulePack.rulesStrings.6>damaged_past->bashed</Maneuver_Smash_Damage.rulePack.rulesStrings.6>
<Maneuver_Smash_Damage.rulePack.rulesStrings.7>damaged_past->clobbered</Maneuver_Smash_Damage.rulePack.rulesStrings.7>
<Maneuver_Smash_Damage.rulePack.rulesStrings.8>damaged_past->slammed</Maneuver_Smash_Damage.rulePack.rulesStrings.8>
<Maneuver_Smash_Damage.rulePack.rulesStrings.9>damaged_past->struck</Maneuver_Smash_Damage.rulePack.rulesStrings.9>
<Maneuver_Smash_Damage.rulePack.rulesStrings.10>damaged_present->smashing</Maneuver_Smash_Damage.rulePack.rulesStrings.10>
<Maneuver_Smash_Damage.rulePack.rulesStrings.11>damaged_present->bashing</Maneuver_Smash_Damage.rulePack.rulesStrings.11>
<Maneuver_Smash_Damage.rulePack.rulesStrings.12>damaged_present->clobbering</Maneuver_Smash_Damage.rulePack.rulesStrings.12>
<Maneuver_Smash_Damage.rulePack.rulesStrings.13>damaged_present->bruising</Maneuver_Smash_Damage.rulePack.rulesStrings.13>
<Maneuver_Smash_Damage.rulePack.rulesStrings.14>damaged_present->lacerating</Maneuver_Smash_Damage.rulePack.rulesStrings.14>
<Maneuver_Smash_Damage.rulePack.rulesStrings.15>destroyed_past->shattered</Maneuver_Smash_Damage.rulePack.rulesStrings.15>
<Maneuver_Smash_Damage.rulePack.rulesStrings.16>destroyed_past->crushed</Maneuver_Smash_Damage.rulePack.rulesStrings.16>
<Maneuver_Smash_Damage.rulePack.rulesStrings.17>destroyed_past->obliterated</Maneuver_Smash_Damage.rulePack.rulesStrings.17>
<Maneuver_Smash_Damage.rulePack.rulesStrings.18>destroyed_past->annihilated</Maneuver_Smash_Damage.rulePack.rulesStrings.18>
<Maneuver_Smash_Damage.rulePack.rulesStrings.19>destroyed_past->broke</Maneuver_Smash_Damage.rulePack.rulesStrings.19>
<Maneuver_Smash_Damage.rulePack.rulesStrings.20>destroyed_present->shattering</Maneuver_Smash_Damage.rulePack.rulesStrings.20>
<Maneuver_Smash_Damage.rulePack.rulesStrings.21>destroyed_present->crushing</Maneuver_Smash_Damage.rulePack.rulesStrings.21>
<Maneuver_Smash_Damage.rulePack.rulesStrings.22>destroyed_present->obliterating</Maneuver_Smash_Damage.rulePack.rulesStrings.22>
<Maneuver_Smash_Damage.rulePack.rulesStrings.23>destroyed_present->annihilating</Maneuver_Smash_Damage.rulePack.rulesStrings.23>
<Maneuver_Smash_Damage.rulePack.rulesStrings.24>destroyed_present->breaking</Maneuver_Smash_Damage.rulePack.rulesStrings.24>
<Maneuver_Smash.rulePack.rulesStrings.0>maneuver_inf(p=4)->smash</Maneuver_Smash.rulePack.rulesStrings.0>
<Maneuver_Smash.rulePack.rulesStrings.1>maneuver_inf->bash</Maneuver_Smash.rulePack.rulesStrings.1>
<Maneuver_Smash.rulePack.rulesStrings.2>maneuver_inf->clobber</Maneuver_Smash.rulePack.rulesStrings.2>
<Maneuver_Smash.rulePack.rulesStrings.3>maneuver_inf->slam</Maneuver_Smash.rulePack.rulesStrings.3>
<Maneuver_Smash.rulePack.rulesStrings.4>maneuver_inf->strike</Maneuver_Smash.rulePack.rulesStrings.4>
<Maneuver_Smash.rulePack.rulesStrings.5>maneuver_past(p=4)->smashed</Maneuver_Smash.rulePack.rulesStrings.5>
<Maneuver_Smash.rulePack.rulesStrings.6>maneuver_past->bashed</Maneuver_Smash.rulePack.rulesStrings.6>
<Maneuver_Smash.rulePack.rulesStrings.7>maneuver_past->clobbered</Maneuver_Smash.rulePack.rulesStrings.7>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.0>damaged_inf(p=4)->scratch</Maneuver_Scratch_Damage.rulePack.rulesStrings.0>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.1>damaged_inf->lacerate</Maneuver_Scratch_Damage.rulePack.rulesStrings.1>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.2>damaged_inf->tear</Maneuver_Scratch_Damage.rulePack.rulesStrings.2>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.3>damaged_inf->cut</Maneuver_Scratch_Damage.rulePack.rulesStrings.3>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.4>damaged_past(p=4)->scratched</Maneuver_Scratch_Damage.rulePack.rulesStrings.4>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.5>damaged_past->lacerated</Maneuver_Scratch_Damage.rulePack.rulesStrings.5>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.6>damaged_past->tore</Maneuver_Scratch_Damage.rulePack.rulesStrings.6>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.7>damaged_past->cut</Maneuver_Scratch_Damage.rulePack.rulesStrings.7>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.8>damaged_present->scratching</Maneuver_Scratch_Damage.rulePack.rulesStrings.8>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.9>damaged_present->lacerating</Maneuver_Scratch_Damage.rulePack.rulesStrings.9>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.10>damaged_present->tearing</Maneuver_Scratch_Damage.rulePack.rulesStrings.10>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.11>damaged_present->cutting</Maneuver_Scratch_Damage.rulePack.rulesStrings.11>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.12>destroyed_past->mauled</Maneuver_Scratch_Damage.rulePack.rulesStrings.12>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.13>destroyed_past->lacerated</Maneuver_Scratch_Damage.rulePack.rulesStrings.13>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.14>destroyed_past->tore off</Maneuver_Scratch_Damage.rulePack.rulesStrings.14>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.15>destroyed_past->shredded</Maneuver_Scratch_Damage.rulePack.rulesStrings.15>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.16>destroyed_past->ripped</Maneuver_Scratch_Damage.rulePack.rulesStrings.16>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.17>destroyed_present->mauling</Maneuver_Scratch_Damage.rulePack.rulesStrings.17>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.18>destroyed_present->lacerating</Maneuver_Scratch_Damage.rulePack.rulesStrings.18>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.19>destroyed_present->tearing off</Maneuver_Scratch_Damage.rulePack.rulesStrings.19>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.20>destroyed_present->shredding</Maneuver_Scratch_Damage.rulePack.rulesStrings.20>
<Maneuver_Scratch_Damage.rulePack.rulesStrings.21>destroyed_present->ripping</Maneuver_Scratch_Damage.rulePack.rulesStrings.21>
<Maneuver_Scratch.rulePack.rulesStrings.0>maneuver_inf(p=4)->scratch</Maneuver_Scratch.rulePack.rulesStrings.0>
<Maneuver_Scratch.rulePack.rulesStrings.1>maneuver_inf->lacerate</Maneuver_Scratch.rulePack.rulesStrings.1>
<Maneuver_Scratch.rulePack.rulesStrings.2>maneuver_inf->tear</Maneuver_Scratch.rulePack.rulesStrings.2>
<Maneuver_Scratch.rulePack.rulesStrings.3>maneuver_inf->cut</Maneuver_Scratch.rulePack.rulesStrings.3>
<Maneuver_Scratch.rulePack.rulesStrings.4>maneuver_past(p=4)->scratched</Maneuver_Scratch.rulePack.rulesStrings.4>
<Maneuver_Scratch.rulePack.rulesStrings.5>maneuver_past->lacerated</Maneuver_Scratch.rulePack.rulesStrings.5>
<Maneuver_Scratch.rulePack.rulesStrings.6>maneuver_past->tore</Maneuver_Scratch.rulePack.rulesStrings.6>
<Maneuver_Scratch.rulePack.rulesStrings.7>maneuver_past->cut</Maneuver_Scratch.rulePack.rulesStrings.7>
<Maneuver_Scratch.rulePack.rulesStrings.8>maneuverresult_present->scratching</Maneuver_Scratch.rulePack.rulesStrings.8>
<Maneuver_Scratch.rulePack.rulesStrings.9>maneuverresult_present->lacerating</Maneuver_Scratch.rulePack.rulesStrings.9>
<Maneuver_Scratch.rulePack.rulesStrings.10>maneuverresult_present->tearing</Maneuver_Scratch.rulePack.rulesStrings.10>
<Maneuver_Scratch.rulePack.rulesStrings.11>maneuverresult_present->cutting</Maneuver_Scratch.rulePack.rulesStrings.11>
<Maneuver_Scratch.rulePack.rulesStrings.12>woundname->wound</Maneuver_Scratch.rulePack.rulesStrings.12>
<Poke.rulePack.rulesStrings.0>maneuver_inf(p=2)->poke</Poke.rulePack.rulesStrings.0>
<Poke.rulePack.rulesStrings.1>maneuver_inf(p=2)->jab</Poke.rulePack.rulesStrings.1>
<Poke.rulePack.rulesStrings.2>maneuver_inf->prod</Poke.rulePack.rulesStrings.2>
<Poke.rulePack.rulesStrings.3>maneuver_inf->shove</Poke.rulePack.rulesStrings.3>
<Poke.rulePack.rulesStrings.4>maneuver_inf->stab</Poke.rulePack.rulesStrings.4>
<Poke.rulePack.rulesStrings.5>maneuver_past(p=2)->poked</Poke.rulePack.rulesStrings.5>
<Poke.rulePack.rulesStrings.6>maneuver_past(p=2)->jabbed</Poke.rulePack.rulesStrings.6>
<Poke.rulePack.rulesStrings.7>maneuver_past->prodded</Poke.rulePack.rulesStrings.7>
<Poke.rulePack.rulesStrings.8>maneuver_past->shoved</Poke.rulePack.rulesStrings.8>
<Poke.rulePack.rulesStrings.9>maneuver_past->stabbed</Poke.rulePack.rulesStrings.9>
<Poke.rulePack.rulesStrings.10>maneuver_present(p=2)->poking</Poke.rulePack.rulesStrings.10>
<Poke.rulePack.rulesStrings.11>maneuver_present(p=2)->jabbing</Poke.rulePack.rulesStrings.11>
<Poke.rulePack.rulesStrings.12>maneuver_present->prodding</Poke.rulePack.rulesStrings.12>
<Poke.rulePack.rulesStrings.13>maneuver_present->shoving</Poke.rulePack.rulesStrings.13>
<Poke.rulePack.rulesStrings.14>maneuver_present->stabbing</Poke.rulePack.rulesStrings.14>
<Poke.rulePack.rulesStrings.15>flavortext->leaving an enormous bruise</Poke.rulePack.rulesStrings.15>
<Poke.rulePack.rulesStrings.16>flavortext->leaving the area visibly deformed</Poke.rulePack.rulesStrings.16>
<Poke.rulePack.rulesStrings.17>flavortext->and knocking [recipient_objective] off balance</Poke.rulePack.rulesStrings.17>
<Poke.rulePack.rulesStrings.18>flavortext->and knocking [recipient_objective] to the side</Poke.rulePack.rulesStrings.18>
<Poke.rulePack.rulesStrings.19>destroyed_past->shattered</Poke.rulePack.rulesStrings.19>
<Poke.rulePack.rulesStrings.20>destroyed_past->crushed</Poke.rulePack.rulesStrings.20>
<Poke.rulePack.rulesStrings.21>destroyed_past->obliterated</Poke.rulePack.rulesStrings.21>
<Poke.rulePack.rulesStrings.22>destroyed_past->annihilated</Poke.rulePack.rulesStrings.22>
<Poke.rulePack.rulesStrings.23>destroyed_past->broke</Poke.rulePack.rulesStrings.23>
<Poke.rulePack.rulesStrings.24>destroyed_present->shattering</Poke.rulePack.rulesStrings.24>
<Poke.rulePack.rulesStrings.25>destroyed_present->crushing</Poke.rulePack.rulesStrings.25>
<Poke.rulePack.rulesStrings.26>destroyed_present->obliterating</Poke.rulePack.rulesStrings.26>
<Poke.rulePack.rulesStrings.27>destroyed_present->annihilating</Poke.rulePack.rulesStrings.27>
<Poke.rulePack.rulesStrings.28>destroyed_present->breaking</Poke.rulePack.rulesStrings.28>
<Poke.rulePack.rulesStrings.29>destroyed_suffix->[to] pieces</Poke.rulePack.rulesStrings.29>
<Poke.rulePack.rulesStrings.30>destroyed_suffix->[to] bits</Poke.rulePack.rulesStrings.30>
<Poke.rulePack.rulesStrings.31>destroyed_suffix->[to] a fine mist</Poke.rulePack.rulesStrings.31>
<Poke.rulePack.rulesStrings.32>destroyed_suffix->[to] fragments</Poke.rulePack.rulesStrings.32>
<Bite.rulePack.rulesStrings.0>maneuver_inf->bite</Bite.rulePack.rulesStrings.0>
<Bite.rulePack.rulesStrings.1>maneuver_past->bit</Bite.rulePack.rulesStrings.1>
<Bite.rulePack.rulesStrings.2>maneuver_present->biting</Bite.rulePack.rulesStrings.2>
<Bite.rulePack.rulesStrings.3>flavortext->biting it off</Bite.rulePack.rulesStrings.3>
<Bite.rulePack.rulesStrings.4>destroyed_past->devoured</Bite.rulePack.rulesStrings.4>
<Bite.rulePack.rulesStrings.5>destroyed_present->devouring</Bite.rulePack.rulesStrings.5>
<Bite.rulePack.rulesStrings.6>destroyed_suffix->to shreds</Bite.rulePack.rulesStrings.6>
<Bite.rulePack.rulesStrings.7>damaged_past->tore</Bite.rulePack.rulesStrings.7>
<Bite.rulePack.rulesStrings.8>maneuver_present->biting</Bite.rulePack.rulesStrings.8>
<Bite.rulePack.rulesStrings.9>maneuver_present->chomping</Bite.rulePack.rulesStrings.9>
<Bite.rulePack.rulesStrings.10>maneuver_present->nipped</Bite.rulePack.rulesStrings.10>
<Bite.rulePack.rulesStrings.11>maneuver_present->gnawing</Bite.rulePack.rulesStrings.11>
<Bite.rulePack.rulesStrings.12>maneuver_present->tearing</Bite.rulePack.rulesStrings.12>
<Bite.rulePack.rulesStrings.13>flavortextconsequence(recipient_flesh!=Mechanoid)->exposing the flesh underneath</Bite.rulePack.rulesStrings.13>
<Bite.rulePack.rulesStrings.14>flavortextconsequence(recipient_flesh==Mechanoid)->exposing the machinery underneath</Bite.rulePack.rulesStrings.14>
<Bite.rulePack.rulesStrings.15>flavortextconsequence(recipient_flesh!=Mechanoid)->leaving grisly tears in the skin</Bite.rulePack.rulesStrings.15>
<Bite.rulePack.rulesStrings.16>flavortextconsequence(recipient_flesh==Mechanoid)->leaving grisly tears in the metal</Bite.rulePack.rulesStrings.16>
<Bite.rulePack.rulesStrings.17>destroyed_past->devoured</Bite.rulePack.rulesStrings.17>
<Bite.rulePack.rulesStrings.18>destroyed_past->separated</Bite.rulePack.rulesStrings.18>
<Bite.rulePack.rulesStrings.19>destroyed_past->ripped</Bite.rulePack.rulesStrings.19>
<Bite.rulePack.rulesStrings.20>destroyed_past->ravaged</Bite.rulePack.rulesStrings.20>
<Bite.rulePack.rulesStrings.21>destroyed_present->devouring</Bite.rulePack.rulesStrings.21>
<Bite.rulePack.rulesStrings.22>destroyed_present->separating</Bite.rulePack.rulesStrings.22>
<Bite.rulePack.rulesStrings.23>destroyed_present->ripping</Bite.rulePack.rulesStrings.23>
<Bite.rulePack.rulesStrings.24>destroyed_present->ravaging</Bite.rulePack.rulesStrings.24>
<Bite.rulePack.rulesStrings.25>destroyed_suffix->[to] shreds</Bite.rulePack.rulesStrings.25>
<Bite.rulePack.rulesStrings.26>destroyed_suffix->[to] pieces</Bite.rulePack.rulesStrings.26>
<Bite.rulePack.rulesStrings.27>destroyed_suffix->[to] strips</Bite.rulePack.rulesStrings.27>
<Bite.rulePack.rulesStrings.28>destroyed_suffix(recipient_flesh!=Mechanoid)->[to] messy strips</Bite.rulePack.rulesStrings.28>
<Bite.rulePack.rulesStrings.29>destroyed_suffix(recipient_flesh!=Mechanoid)->[to] an unrecognizable mess</Bite.rulePack.rulesStrings.29>
</LanguageData>