khanat-ressources-NeL/translation/work/phrases/phrase_combat_wk.txt

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/////////////////////////////////////////////////////////////////////////
// sentences related to combat
/////////////////////////////////////////////////////////////////////////
COMBAT_ACTOR_HIT(entity e, int damage, int maxDamage)
{
(maxDamage = 0 & damage > 1)
combat_actor_hit_p [&DGM&You inflict $damage$ damage points on $e.da$ $e$.]
(maxDamage = 0 & damage=1)
combat_actor_hit_1 [&DGM&You inflict one damage point on $e$.]
(maxDamage = 0 & damage=0)
combat_actor_hit_0 [&DGM&You hit $e$ but do no damage.]
(damage>1)
combat_actor_hit_pm [&DGM&You inflict $damage$ ($maxDamage$) damage points on $e.da$ $e$.]
(damage=1)
combat_actor_hit_1m [&DGM&You inflict one damage ($maxDamage$) point on $e.da$ $e$.]
(damage=0)
combat_actor_hit_0m [&DGM&You hit $e.da$ $e$ but do no damage ($maxDamage$).]
}
COMBAT_ACTOR_HIT_LOC(entity e, int damage, int maxDamage, bodypart b)
{
(maxDamage = 0 & damage > 1)
combat_actor_hit_test_loc_p [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ points of damage.]
(maxDamage = 0 & damage = 1)
combat_actor_hit_test_loc_1 [&DGM&You You hit $e.da$ $e$'s $b$ for 1 point of damage.]
(maxDamage = 0 & damage = 0)
combat_actor_hit_test_loc_0 [&DGM&You You hit $e.da$ $e$'s $b$ but inflict no damage.]
(damage>1)
combat_actor_hit_test_loc_pm [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ ($maxDamage$) points of damage.]
(damage=1)
combat_actor_hit_test_loc_1m [&DGM&You You hit $e.da$ $e$'s $b$ for 1 ($maxDamage$) point of damage.]
(damage=0)
combat_actor_hit_test_loc_0m [&DGM&You You hit $e.da$ $e$'s $b$ but inflict no damage ($maxDamage$).]
}
COMBAT_DEFENDER_HIT(entity e, int damage, int maxDamage)
{
(maxDamage = 0 & damage > 0)
combat_defender_hit [&DG&$e.da$ $e$ hits you for $damage$ damage.]
(maxDamage = 0 & damage = 0)
combat_defender_hit_0 [&DG&$e.da$ $e$ hits you but does no damage.]
(damage>0)
combat_defender_hit_m [&DG&$e.da$ $e$ hits you for $damage$ ($maxDamage$) damage.]
(damage=0)
combat_defender_hit_0m [&DG&$e.da$ $e$ hits you but does no damage ($maxDamage$).]
}
COMBAT_DEFENDER_HIT_LOC(entity e, int damage, int maxDamage, bodypart b)
{
(maxDamage = 0 & damage>0)
combat_defender_hit_loc [&DG&$e.da$ $e$ hits your $b$ for $damage$ damage.]
(maxDamage = 0 & damage=0)
combat_defender_hit_loc_0 [&DG&$e.da$ $e$ hits your $b$ but does no damage.]
(damage>0)
combat_defender_hit_loc_m [&DG&$e.da$ $e$ hits your $b$ for $damage$ ($maxDamage$) damage.]
(damage=0)
combat_defender_hit_loc_0m [&DG&$e.da$ $e$ hits your $b$ but does no damage ($maxDamage$).]
}
COMBAT_SPECTATOR_HIT(entity actor, entity defender, int damage, int maxDamage)
{
(maxDamage = 0 & damage>0)
combat_spectator_hit [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ damage.]
(maxDamage = 0 & damage=0)
combat_spectator_hit_0 [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage.]
(damage>0)
combat_spectator_hit_m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ ($maxDamage$) damage.]
(damage=0)
combat_spectator_hit_0m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage ($maxDamage$).]
}
COMBAT_ACTOR_HIT_SELF(int damage, int maxDamage)
{
(maxDamage = 0 & damage > 1)
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combat_actor_hit_self_p [&DG&Vous vous blessez, infligeant $damage$ points de dégâts.]
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(maxDamage = 0 & damage = 1)
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combat_actor_hit_self_1 [&DG&Vous vous blessez, infligeant 1 point de dégâts.]
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(maxDamage = 0 & damage = 0)
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combat_actor_hit_self_0 [&DG&Vous vous blessez mais n'infligez pas de dégâts.]
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(damage>1)
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combat_actor_hit_self_pm [&DG&Vous vous blessez, infligeant $damage$ ($maxDamage$) points de dégâts.]
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(damage=1)
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combat_actor_hit_self_1m [&DG&Vous vous blessez, infligeant 1 ($maxDamage$) point de dégâts.]
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(damage=0)
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combat_actor_hit_self_0m [&DG&Vous vous blessez mais n'infligez pas de dégâts ($maxDamage$).]
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}
COMBAT_SPECTATOR_HIT_SELF_CREATURE(creature e, int damage)
{
(damage>0)
combat_spectator_hit_self_creature [&DGM&$e$ hits itself for $damage$ damage.]
(damage=0)
combat_spectator_hit_self_creature_0 [&DGM&$e$ hits itself but does no damage.]
}
COMBAT_SPECTATOR_HIT_SELF_PLAYER(player p, int damage)
{
(damage>0 & p.gender = male)
combat_spectator_hit_self_player_m [&DGM&$p$ hits himself for $damage$ damage.]
(damage>0 & p.gender = female)
combat_spectator_hit_self_player_f [&DGM&$p$ hits herself for $damage$ damage.]
(damage=0 & p.gender = male)
combat_spectator_hit_self_player_0_m [&DGM&$p$ hits himself but does no damage.]
(damage=0 & p.gender = female)
combat_spectator_hit_self_player_0_f [&DGM&$p$ hits herself but does no damage.]
}
COMBAT_SPECTATOR_HIT_SELF_NPC(bot p, int damage)
{
(damage>0 & p.gender = male)
combat_spectator_hit_self_bot_m [&DGM&$p$ hits himself for $damage$ damage.]
(damage>0 & p.gender = female)
combat_spectator_hit_self_bot_f [&DGM&$p$ hits herself for $damage$ damage.]
(damage=0 & p.gender = male)
combat_spectator_hit_self_bot_0_m [&DGM&$p$ hits himself but does no damage.]
(damage=0 & p.gender = female)
combat_spectator_hit_self_bot_0_f [&DGM&$p$ hits herself but does no damage.]
}
COMBAT_LOSE_STA_ACTOR(entity e, int i)
{
combat_lose_sta_actor [&SPLM&You make $e.da$ $e$ lose $i$ stamina points.]
}
COMBAT_LOSE_STA_TARGET(entity e, int i)
{
combat_lose_sta_target [&SPL&$e.da$ $e$ makes you lose $i$ stamina points.]
}
COMBAT_LOSE_STA_SPECTATORS(entity actor, entity target, int i)
{
combat_lose_sta_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ stamina points.]
}
COMBAT_LOSE_STA_SELF(int i)
{
combat_lose_sta_self [&SPL&You make yourself lose $i$ stamina points.]
}
COMBAT_LOSE_STA_SELF_SPECTATORS_PLAYER(player p, int i)
{
(p.gender = male)
combat_lose_sta_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ stamina points.]
(p.gender = female)
combat_lose_sta_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ stamina points.]
}
COMBAT_LOSE_STA_SELF_SPECTATORS_NPC(bot b, int i)
{
(b.gender = male)
combat_lose_sta_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ stamina points.]
(b.gender = female)
combat_lose_sta_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ stamina points.]
}
COMBAT_LOSE_STA_SELF_SPECTATORS_CREATURE(creature c, int i)
{
combat_lose_sta_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ stamina points.]
}
COMBAT_LOSE_SAP_ACTOR(entity e, int i)
{
combat_lose_sap_actor [&SPLM&You make $e.da$ $e$ lose $i$ sap points.]
}
COMBAT_LOSE_SAP_TARGET(entity e, int i)
{
combat_lose_sap_target [&SPL&$e.da$ $e$ makes you lose $i$ sap points.]
}
COMBAT_LOSE_SAP_SPECTATORS(entity actor, entity target, int i)
{
combat_lose_sap_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ sap points.]
}
COMBAT_LOSE_SAP_SELF(int i)
{
combat_lose_sap_self [&SPL&You make yourself lose $i$ sap points.]
}
COMBAT_LOSE_SAP_SELF_SPECTATORS_PLAYER(player p, int i)
{
(p.gender = male)
combat_lose_sap_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ sap points.]
(p.gender = female)
combat_lose_sap_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ sap points.]
}
COMBAT_LOSE_SAP_SELF_SPECTATORS_NPC(bot b, int i)
{
(b.gender = male)
combat_lose_sap_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ sap points.]
(b.gender = female)
combat_lose_sap_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ sap points.]
}
COMBAT_LOSE_SAP_SELF_SPECTATORS_CREATURE(creature c, int i)
{
combat_lose_sap_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ sap points.]
}
COMBAT_ACTOR_MISS(entity e)
{
combat_actor_miss [&MISM&You miss $e$.]
}
COMBAT_DEFENDER_MISS(entity e)
{
combat_defender_miss [&MIS&$e$ misses you.]
}
COMBAT_SPECTATOR_MISS(entity actor, entity defender)
{
combat_spectator_miss [&SYS&$actor$ misses $defender$.]
}
COMBAT_ACTOR_CRITICAL_HIT(entity e)
{
combat_actor_critical_hit [&SPLM&You perform a critical strike on $e$.]
}
COMBAT_DEFENDER_CRITICAL_HIT(entity e)
{
combat_defender_critical_hit [&SPL&$e$ performs a critical strike on you.]
}
COMBAT_SPECTATOR_CRITICAL_HIT(entity actor, entity defender)
{
combat_spectator_critical_hit [&SYS&$actor$ performs a critical strike on $defender$.]
}
COMBAT_ACTOR_FUMBLE()
{
combat_actor_fumble [&MISM&You fumble.]
}
COMBAT_DEFENDER_FUMBLE(entity e)
{
combat_defender_fumble [&MIS&$e$ fumbles.]
}
COMBAT_SPECTATOR_FUMBLE(entity actor)
{
combat_spectator_fumble [&MIS&$actor$ fumbles.]
}
COMBAT_ATTACK_ACTOR(entity e)
{
combat_attack_actor [&SYS&You attack $e$.]
}
COMBAT_ATTACK_DEFENDER(entity e)
{
combat_attack_defender [&SYS&$e$ attacks you.]
}
COMBAT_ATTACK_SPECTATOR(entity actor, entity defender)
{
combat_attack_spectator [&SYS&$actor$ attacks $defender$.]
}
COMBAT_LEAVE_ACTOR(entity e)
{
combat_leave_actor [&SYS&You stop attacking $e$.]
}
COMBAT_LEAVE_DEFENDER(entity e)
{
combat_leave_defender [&SYS&$e$ leaves combat.]
}
COMBAT_LEAVE_SPECTATOR(entity actor, entity defender)
{
combat_leave_spectator [&SYS&$actor$ stops attacking $defender$.]
}
COMBAT_DODGE_ATTACKER(entity e)
{
combat_dodge_attacker [&MISM&$e.da$ $e$ has dodged your attack.]
}
COMBAT_DODGE_DEFENDER(entity e)
{
combat_dodge_defender [&MIS&You dodged $e.da$ $e$'s attack.]
}
COMBAT_DODGE_SPECTATOR(entity actor, entity defender)
{
combat_dodge_spectator [&SYS&$defender.ia$ $defender$ has dodged $actor.ia$ $actor$'s attack.]
}
COMBAT_PARRY_ATTACKER(entity e)
{
combat_parry_attacker [&MISM&$e.da$ $e$ has parried your attack.]
}
COMBAT_PARRY_DEFENDER(entity e)
{
combat_parry_defender [&MIS&You parry $e.da$ $e$'s attack.]
}
COMBAT_PARRY_SPECTATOR(entity actor, entity defender)
{
combat_parry_spectator [&SYS&$defender.ia$ $defender$ has parried $actor.ia$ $actor$'s attack.]
}
COMBAT_MISS_ATTACKER(entity e)
{
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combat_miss_attacker [&MISM& Vous avez raté $e.da$ $e$.]
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}
COMBAT_MISS_DEFENDER(entity e)
{
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combat_miss_defender [&MIS&$e.da$ $e$ vous a raté.]
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}
COMBAT_MISS_SPECTATOR(entity actor, entity defender)
{
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combat_miss_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
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}
// damage shield related
COMBAT_DMG_SHIELD_ATTACKER(entity defender, int damage, int drain)
{
(drain > 0)
combat_dmg_shield_attacker [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points and $defender.da$ $defender$ gains $drain$ hit points.]
combat_dmg_shield_attacker_0 [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points.]
}
COMBAT_DMG_SHIELD_DEFENDER(entity attacker, int damage, int drain)
{
(drain > 0)
combat_dmg_shield_defender [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and you gain $drain$ hit points.]
combat_dmg_shield_defender_0 [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.]
}
COMBAT_DMG_SHIELD_SPECTATORS(entity defender, entity attacker, int damage, int drain)
{
(drain > 0)
combat_dmg_shield_spectators [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and $defender.da$ $defender$ gains $drain$ hit points.]
combat_dmg_shield_spectators_0 [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.]
}
//Disarm
COMBAT_DISARM_NO_ITEM(player p)
{
(p.gender = male)
combat_disarm_no_item_m [&CHKCB&$p$ has no weapon equiped, so you cannot disarm him.]
combat_disarm_no_item_f [&CHKCB&$p$ has no weapon equiped, so you cannot disarm her.]
}
COMBAT_DISARM_ATTACKER(player p)
{
combat_disarm_attacker [&SPLM&You have disarmed $p$.]
}
COMBAT_DISARM_DEFENDER(entity e)
{
combat_disarm_defender [&SPL&$e.pa$ $e$ disarmed you.]
}
// Feint
COMBAT_FEINT_ACTOR(entity e)
{
combat_feint_actor [&SPLM&You make a successful feint against $e.da$ $e$.]
}
COMBAT_FEINT_TARGET(entity e)
{
combat_feint_target [&SPL&$e.da$ $e$ makes a successful feint against you.]
}
COMBAT_FEINT_INVALID(entity e)
{
combat_feint_invalid [&CHKCB&$e.da$ $e$ is not attacking you in melee combat, you cannot feint.]
}
////////////////////////////////////////////////////////////////////////////////////
/// sentences used as error codes in combat system
////////////////////////////////////////////////////////////////////////////////////
COMBAT_INVALID_TARGET()
{
combat_invalid_target [&CHKCB&Invalid target.]
}
COMBAT_NOT_AN_ENEMY()
{
combat_not_an_enemy [&CHKCB&You can only enter combat with your enemies.]
}
COMBAT_NOT_ENOUGH_STA()
{
combat_not_enough_sta [&CHKCB&You do not have enough stamina for this action.]
}
COMBAT_CANNOT_USE_ACTION_YET()
{
combat_use_action_yet [&CHKCB&You cannot use a combat action yet.]
}
COMBAT_NOT_A_WEAPON()
{
combat_not_a_weapon [&CHKCB&You cannot fight with this item in your hand.]
}