%%% GEARHEAD I18N TEXT MESSAGES %%%

% gharena.pas
GHARENA.PAS_START_RPG_CAMPAIGN    <Start RPG Campaign>
GHARENA.PAS_LOAD_RPG_CAMPAIGN     <Load RPG Campaign>
GHARENA.PAS_NEW_ARENA_UNIT        <New Arena Unit>
GHARENA.PAS_LOAD_ARENA_UNIT       <Load Arena Unit>
GHARENA.PAS_CREATE_CHARACTER      <Create Character>
GHARENA.PAS_EDIT_MAP              <Edit Map>
GHARENA.PAS_VIEW_DESIGN_FILES     <View Design Files>
GHARENA.PAS_VIEW_COLOR_SELECTOR   <View Color Selector>
GHARENA.PAS_QUIT_GAME             <Quit Game>


% ui4gh.pp
ui4gh_ControlTypeName_Menu      <Menu>
ui4gh_ControlTypeName_Roguelike <Roguelike>
ui4gh_BVTypeName1               <Off>
ui4gh_BVTypeName2               <1/4>
ui4gh_BVTypeName3               <1/2>
ui4gh_BVTypeName4               <Max>


% ability.pp PilotName()
PILOTNAME_NOTHING               <Nothing>

% action.pp Check_DrainMaxHP()
%	#1 : GearName(Mek)
%	#2 : Damage_of_MaxHP
Check_DrainMaxHP_Drained        <#1 drained #2 damage.>
%	# : GearName(Mek)
Check_DrainMaxHP_Drained_and    <# drained HP.>
Check_DrainMaxHP_Destroyed      <# is destroyed.>
Check_DrainMaxHP_Died           <# died.>

% aibrain.pp AIRepair()
%	#1 : GearName(NPC)
%	#2 : GearName(Target)
NPCREPAIR_UseSkill              <#1 tends to #2.>
%
% aibrain.pp NPC_Flirtation()
%	#1 : PilotName(NPC)
%	#2 : PilotName(Target)
NPCFLIRT_Good                   <#1 is having a good time with #2.>
NPCFLIRT_Okay                   <#1 goes to see #2.>
NPCFLIRT_Bad                    <#2 asks #1 to go away.>
%
% aibrain.pp NPC_Chatting()
%	#1 : PilotName(NPC)
%	#2 : PilotName(Target)
NPCCHAT_OKAY                    <#1 chats with #2.>

% arenacfe.pp StatusEffectCheck()
%	#1 : PilotName(ATTACK_TMaster)
%	#2 : BStr ATTACK_DamageDone)
StatusEffectCheck_Status_FXDesc1        <#1 is hurt by poison! #2 damage.>
StatusEffectCheck_Status_FXDesc2        <#1 is on fire! #2 damage.>
StatusEffectCheck_Status_FXDesc3        <#1 has been restored #2 damage.>

% arenahq.pp PurchaseGear()
%	#1 : GearName()
%	#2 : Cost
PURCHASEGEAR_BUY                <Buy #1 ($#2)>
PURCHASEGEAR_SEARCH_AGAIN       <Search Again>
%	# : GearName()
PURCHASEGEAR_PURCHASED          <You have purchased #.>
%	# : GearName()
PURCHASEGEAR_DONOT_PURCHASED    <You don't have enough money to buy #.>
%
% arenahq.pp SellGear()
%	#1 : GearName()
%	#2 : Cost
SELLGEAR_SELL                   <Sell #1 ($#2)>
%	#1 : GearName()
%	#2 : Cost
SELLGEAR_SOLD                   <You have sold #1 for $#2.>
%
% arenahq.pp FixEntireUnit()
%	# : Cost
FIXENTIREUNIT_RECOVERY          <Recovery from the combat cost $#.>
FIXENTIREUNIT_SOME_PROBLEMS     <There have been some problems...>
%
% arenahq.pp FixSingleGear()
%	#1 : GearName()
%	#2 : Cost
FIXSINGLEGEAR_RESTORING         <Restoring #1 cost $#2.>
FIXSINGLEGEAR_SOME_PROBLEMS     <There have been some problems...>
%
% arenahq.pp AddPilotToUnit()
ADDPILOTTOUNIT_HIRE_CHARACTER   <Hire Character>
ADDPILOTTOUNIT_SEARCH_AGAIN     <Search Again>
ADDPILOTTOUNIT_SELECT_CHARACTER <Select character file.>
ADDPILOTTOUNIT_EXIT             <  Exit>
ADDPILOTTOUNIT_CORRUPT_FILE     <ERROR - Corrupt save file.>
%
% arenahq.pp SelectOneGear()
SELECTONEGEAR_CANCEL            <  Cancel>
%
% arenahq.pp BuyMechsForUnit()
BUYMECHSFORUNIT_EXIT            <  Exit>
BUYMECHSFORUNIT_SELECT_DESIGN   <Select design file.>
BUYMECHSFORUNIT_CORRUPT_FILE    <ERROR - Corrupt design file.>
%
% arenahq.pp ExamineUnitMecha() GetPilotForMek()
%	# : GearName()
EXAMINEUNITMECHA_SELECT_CHARACTER       <SELECT CHARACTER>
EXAMINEUNITMECHA_SELECT_A_PILOT         <Select a pilot for #.>
%
% arenahq.pp ExamineUnitMecha()
EXAMINEUNITMECHA_ASSIGN_PILOT   <Assign Pilot>
EXAMINEUNITMECHA_SELL           <Sell this Mecha>
EXAMINEUNITMECHA_REPAIR         <Repair Mecha>
EXAMINEUNITMECHA_EXIT           <Exit>
EXAMINEUNITMECHA_NO_MEKS        <Your unit does not currently have any meks.>
EXAMINEUNITMECHA_SELECT_MECHA_TO_EXAMINE       <SELECT MECHA TO EXAMINE>
%
% arenahq.pp ExamineUnitPilots() GetMekForPilot()
%	# : GearName()
EXAMINEUNITPILOTS_SELECT_A_MECHA    <Select a mecha for #.>
EXAMINEUNITPILOTS_SELECT_MECHA      <SELECT MECHA>
%
% arenahq.pp ExamineUnitPilots()
EXAMINEUNITPILOTS_BIOGRAPHY         <BIOGRAPHY>
EXAMINEUNITPILOTS_VIEW_BIOGRAPHY    <View Biography>
EXAMINEUNITPILOTS_ASSIGN            <Assign Mecha for Pilot>
EXAMINEUNITPILOTS_TRAINING          <Do Training>
EXAMINEUNITPILOTS_QUIT              <Quit This Team>
EXAMINEUNITPILOTS_EXIT              <Exit>
EXAMINEUNITPILOTS_NO_CHARACTERS     <Your unit does not currently have any characters.>
EXAMINEUNITPILOTS_SELECT_CHARACTER_TO_EXAMINE   <SELECT CHARACTER TO EXAMINE>
%
% arenahq.pp EnterCombat()
ENTERCOMBAT_SELECT_DIFFICULCY_LEVEL     <SELECT DIFFICULCY LEVEL>
ENTERCOMBAT_EASY                <Easy>
ENTERCOMBAT_REGULAR             <Regular>
ENTERCOMBAT_HARD                <Hard>
ENTERCOMBAT_SUICIDAL            <Suicidal>
ENTERCOMBAT_SELECT_MECHA        <SELECT MECHA>
%
% arenahq.pp ExamineUnitPilots()
%	# : Earn
EXAMINEUNITPILOTS_EARNED        <You earned $# for this mission.>
%
% arenahq.pp HQMain()
HQMAIN_EXAMINE_CHARACTERS       <Examine Characters>
HQMAIN_EXAMINE_MECHA            <Examine Mecha>
HQMAIN_PURCHASE_HARDWARE        <Purchase Hardware>
HQMAIN_HIRE_CHARACTER           <Hire Character>
HQMAIN_CREATE_NEW_CHARACTER     <Create New Character>
HQMAIN_ENTER_COMBAT             <Enter Combat>
HQMAIN_DISPLAY_LOG              <Display Log>
HQMAIN_EXIT                     <Exit to Main>
%
% arenahq.pp CreateNewUnit()
CREATENEWUNIT_ENTER_A_NAME      <enter a name for your new unit>
%
% arenahq.pp LoadUnit()
LOADUNIT_SELECT                 <Select unit file to load.>
%
% arenahq.pp StartRPGCampaign()
STARTRPGCAMPAIGN_SELECT         <Select character file.>
StartRPGCampaign_Do_you_overwrite?      <A campaign file has already existed. Do you overwrite?>
StartRPGCampaign_Cancel                 <  [Cancel]>
StartRPGCampaign_Overwrite              <  Overwrite>

% arenaplay.pp DecideCombatOutcome()
PreparePCForDelink_Died                 <# died.>
DecideCombatOutcome_Player_won          <Player has won this combat.>
DecideCombatOutcome_Computer_won        <Computer has won this combat.>
DecideCombatOutcome_Draw                <The game has ended in a draw.>
%
% arenaplay.pp DoPillaging()
DoPillaging_PillagingIsProhibited       <Pillaging is prohibited in this place.>
DoPillaging_YouGotMoney                 <You Got $#.>
DoPillaging_YouGotItem                  <You Got a #.>
DoPillaging_NotTragetedForPillage       <This map is not targeted for pillage.>
%
% arenaplay.pp DelinkJJang()
DelinkJJang_DontPillaging               <You can't pillage because this place is not safe.>

% arenascript.pp BrowseMemoType()
BrowseMemoType_MEMO_None        <There are no memo messages at this time.>
BrowseMemoType_MEMO_Next        <Next Memo>
BrowseMemoType_MEMO_Prev        <Previous Memo>
BrowseMemoType_NEWS_None        <There are no news messages at this time.>
BrowseMemoType_NEWS_Next        <Next NEWS>
BrowseMemoType_NEWS_Prev        <Previous NEWS>
BrowseMemoType_EMAIL_None       <There are no email messages at this time.>
BrowseMemoType_EMAIL_Next       <Next EMail>
BrowseMemoType_EMAIL_Prev       <Previous EMail>
%
% arenascript.pp ProcessVictory()
%	#1 : GearName()
%	#2 : PCRankName()
ProcessVictory_History_Faction  <You were promoted to #2 in #1.>
%	#1 : PersonalityTraitDesc()
%	#2 : NATtValue(NAG_CharDescription)
ProcessVictory_HISTORY_Traits   <You are #1. (#2%)>
%	#1 : SkillMan[].Name
%	#2 : NATtValue(NAG_Skill)
%	#3 : SkillValue()
ProcessVictory_HISTORY_Skills   <#1     +#2  (#3)>
%
% arenascript.pp ProcessNewChat()
ProcessNewChat_Chat             <[Chat]>
ProcessNewChat_Goodbye          <[Goodbye]>
ProcessNewChat_Join             <[Join]>
ProcessNewChat_Quit_Lance       <[Quit Lance]>

% backpack.pp AddRepairOptions()
%	# : SkillMan[].Name
BACKPACK_REPAIR                 <Use #>
%
% backpack.pp EatItem()
%	#1 : GearName(TruePC)
%	#2 : GearName(Item)
BACKPACK_YouAreEating           <#1 consumes the #2.>
%
% backpack.pp UseSkillOnItem()
%	#1 : SkillMan[].Name
%	#2 : GearName(Item)
BACKPACK_ClueSkillPrompt        <Use #1 on #2>
%
% backpack.pp SelectVisibleItem()
SelectVisibleItem_PickUpAll             <[Pick Up All]>
%
% backpack.pp PCGetItem()
PCGetItem_you_need_hands        <You need hands in order to use this command.>
PCGetItem_No_item_found         <No item found.>
%
% backpack.pp CreateInvMenu()
CreateInvMenu_no_inventory_items        <[no inventory items]>
%
% backpack.pp CreateEqpMenu()
CreateEqpMenu_no_equipped_items         <[no equipped items]>
%	#1 : Inventory Mass
%	#2 : Equipment Mass
CreateEqpMenu_MassMeter                 <BaseMass:#1 Eqp.Mass:#2>
%	# : Limit Mass
CreateEqpMenu_MassMeter_Limit           <(Ref.Eqp.Mass:#)>
CreateEqpMenu_MassMeter_LimitOver       <Equipemnt Limit Over>
CreateEqpMenu_MassMeter_LimitOver2      <** Equipemnt Limit Over **>
%
% backpack.pp UnequipFrontend()
%	# : Item
UnequipFrontend_You_unequip     <You unequip #.>
%
% backpack.pp EquipItemFrontend()
%	# : Item
EquipItemFrontend_cannot_equip  <[cannot equip #]>
EquipItemFrontend_You_can_not_install_to_it     <You can not install to it.>
EquipItemFrontend_You_equip     <You equip #.>
%
% backpack.pp InstallFrontend()
%	# : Item
InstallFrontend_cannot_install  <[cannot install #]>
InstallFrontend_You_can_not_install_to_it       <You can not install to it.>
%
% backpack.pp ReloadAmmo()
%	#1 : User
%	#2 : Weapon
%	#3 : Ammo
ReloadAmmo_Ammo_loaded                  <#1 load #3 into #2.>
%
% backpack.pp InstallAmmoFrontend()
%	# : Item
InstallAmmoFrontend_no_weapon   <[no weapon for #]>
InstallAmmoFrontend_You_can_not_install_to_it   <You can not install to it.>
%	#1 : Gun
%	#2 : Item
InstallAmmoFrontend_You_load    <You load #1 into #2.>
%
% backpack.pp DropFrontEnd()
%	# : Item
DropFrontEnd_You_drop           <You drop #.>
%
% backpack.pp DropAllFrontEnd() , DropEqpAllFrontEnd()
DropAllFrontEnd_Cancel          <[Cancel]>
DropAllFrontEnd_OK              <[OK]>
%
% backpack.pp TradeFrontend()
%	# : Item
TradeFrontend_cannot_trade      <[cannot trade #]>
TradeFrontend_CannotTrade               <[Cannot Trade]>
TradeFrontend_GiveTo                    <Who should get #?>
TradeFrontend_AllGiveTo                 <Who should get items?>
TradeAllFrontend_ItemTraded             <# has been transfered.>
TradeAllFrontend_NotTraded              <# can't be transfered to that destination.>
%
% backpack.pp ThisItemWasSelected()
%	# : GearName(Item)
ThisItemWasSelected_Equip       <Equip #>
BACKPACK_Install                <Install #>
BACKPACK_Remove                 <Remove #>
ThisItemWasSelected_Unequip     <Unequip #>
BACKPACK_Transformation         <Transformation #>
BACKPACK_PurgeParts             <Purge Parts from #>
ThisItemWasSelected_DropAll             <[Drop All]>
ThisItemWasSelected_TransferAll         <[Transfer All]>
ThisItemWasSelected_YouCannotDropIt     <You cannot drop it.>
ThisItemWasSelected_YouCannotTransferIt <You cannot transfer it.>
ThisItemWasSelected_AllowSelling        <Allow Selling>
ThisItemWasSelected_DisallowSelling     <Disallow Selling>
ThisItemWasSelected_AllowDropping       <Allow Dropping>
ThisItemWasSelected_DisallowDropping    <Disallow Dropping>
ThisItemWasSelected_AllowTransfering    <Allow Transfering>
ThisItemWasSelected_DisallowTransfering <Disallow Transfering>
%
% backpack.pp MechaPartEditor()
MechaPartEditor_Exit_Editor     <Exit Editor>
%
% backpack.pp MechaPartBrowser()
MechaPartBrowser_Working_on_it  <Working on it>
MechaPartBrowser_Exit_Browser   <Exit Browser>
%
% backpack.pp SwapMenu()
BACKPACK_SwapMenu_Exit          <    [Exit]>
BACKPACK_SwapMenu_Cancel        <  [Cancel]>

% cosplay.pas DoCosplay
DOCOSPLAY_Browse_Portraits      <Browse Portraits>
DOCOSPLAY_Browse_Mecha          <Browse Mecha>
DOCOSPLAY_Browse_Monsters       <Browse Monsters>
DOCOSPLAY_Browse_All            <Browse All>

% effects.pp AttemptDefenses()
AttemptDefenses_Ready                   <Ready>
AttemptDefenses_Misfire                 <Misfire>
AttemptDefenses_Success                 <Successed>
AttemptDefenses_Fail                    <Failed>
%	# : Status
AttemptDefenses_DR_Dodge                <Dodge... # .>
AttemptDefenses_DR_Resist               <Resist... # .>
AttemptDefenses_DR_HapKiDo              <HapKiDo... # .>
AttemptDefenses_DR_StuntDriving         <Stunt Driving... # .>
AttemptDefenses_DR_ECM                  <Use a ECM... # .>
AttemptDefenses_DR_Shield               <Use a shield... # .>
AttemptDefenses_DR_Intercept            <Use an intercepter... # .>
AttemptDefenses_DR_Parry                <Parrying... # .>
%	# : Status
AttemptDefenses_Dodge                   <Dodge, # .>
AttemptDefenses_Resist                  <Resist, # .>
AttemptDefenses_HapKiDo                 <HapKiDo, # .>
AttemptDefenses_StuntDriving            <Stunt Driving, # .>
%	#1 : Status
%	#2 : DefGear
AttemptDefenses_with_DefGear_ECM        <A ECM #2, #1 .>
AttemptDefenses_with_DefGear_Shield     <A shield #2, #1 .>
AttemptDefenses_with_DefGear_Intercept  <An intercepter #2, #1 .>
AttemptDefenses_with_DefGear_Parry      <Parrying with a #2, #1 .>
%
% effects.pp ProcessHealingEffect()
%	#1 : GearName()
%	#2 : D
ProcessHealingEffect_HEALING_Announce   <#1 has been restored #2 damage.>
%
% effects.pp INDICATE_Latest_Attack()
%	# : ATTACK_DamageDone
INDICATE_Latest_Attack_damaged          <for # damage.>
%
% effects.pp INDICATE_Latest_Attack()
INDICATE_Latest_Attack_AmmoExplosion    <# is Exploding!>
%	# : GearName(ATTACK_TMaster)
INDICATE_Latest_Attack_destroyed        <# is destroyed!>
INDICATE_Latest_Attack_didnot_eject     <# didn't eject in time!>
INDICATE_Latest_Attack_ejected          <# ejected!>
INDICATE_Latest_Attack_died             <# died!>
%
% effects.pp ProcessAttackEffect()
%	#1 : GearName(ATTACK_TMaster)
ProcessAttackEffect_crashed             <# has crashed!>
%
% effects.pp DoDirectFireAttack()
%	#1 : PilotName( Attacker )
%	#2 : PilotName( Target )
%	#3 : FXName
DoDirectFireAttack_attacks              <#1 attacks #2 with #3.>
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoDirectFireAttack_fires                <#1 fires #2.>
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoDirectFireAttack_attack               <#1 attacks with #2.>
%
% effects.pp DoSwarmAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoSwarmAttack_fires                     <#1 fires #2.>
%
% effects.pp DoBlastAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoBlastAttack_fires                     <#1 fires #2.>
%
% effects.pp DoLineAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoLineAttack_fires                      <#1 fires #2.>
%
% effects.pp DoSTCAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoSTCAttack_fires                       <#1 fires #2.>

% gflooker.pp WeaponDisplay()
%	# : KeyMap[].KCode
WeaponDisplay_KeyMap_SwitchWeapon       <[#] Change Weapon>
WeaponDisplay_KeyMap_CalledShot         <[#] Called Shot: >
WeaponDisplay_KeyMap_CalledShot_On      <On>
WeaponDisplay_KeyMap_CalledShot_Off     <Off>
WeaponDisplay_KeyMap_SwitchBV           <[#] Burst Value: >
WeaponDisplay_KeyMap_SwitchTarget       <[#] Switch Target>
%
% gflooker.pp DisplayTileInfo()
DisplayTileInfo_Off_The_Map     <Off The Map>
DisplayTileInfo_UNKNOWN         <UNKNOWN>
%
% gflooker.pp CreateTileMechaMenu()
CreateTileMechaMenu_stripped            < (stripped>
CreateTileMechaMenu_gutted              < (gutted>
CreateTileMechaMenu_flayed              < (flayed>
CreateTileMechaMenu_X                   < (X>
CreateTileMechaMenu_looted              <, looted)>
CreateTileMechaMenu_                    <)>

% ghchars.pp PersonalityTraitDesc()
%	# : PTraitName[]
PERSONALITYTRAITDESC_           <#>
PERSONALITYTRAITDESC_SLIGHTLY   <Slightly #>
PERSONALITYTRAITDESC_EXTREMELY  <Extremely #>
PERSONALITYTRAITDESC_VERY       <Very #>

% interact.pp BlowOff()
INTERACT_BLOWOFF                <I really don't have much time to chat today, I have a lot of things to do.>
%
% interact.pp DoTraitChatter()
%	#1 : TRAITCHAT_Lead? in GameData/chat_msg.txt
%	#2 : TRAITCHAT_Like/Hate/Ehhh? in GameData/chat_msg.txt
%	#3 : Trait_Chatter in GameData/TC_?_?.txt
DoTraitChatter_Sentence_Pattern <#1 #2 #3.>
%
% interact.pp PersonalizeGenderTraits()
%	Mob NPC are use its.
PersonalizeGenderTraits_Default_I       <I>
PersonalizeGenderTraits_Default_You     <You>
%
% interact.pp CreateRumorList() ExtractData()
%	#1 : MadLibString( RLI_List )
%	#2 : RUMOR <>
CreateRumorList_ExtractData_Series      <#1 #2>
%	#1 : PersonalityTraitDesc()
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE1         <#2 you are #1.>
%	#1 : GearName(P)
%	#2 : PersonalityTraitDesc()
%	#3 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE2         <#3 #1 is #2.>
%	#1 : GearName(Persona)
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_RUMOR_TownFac   <#2 this town is controlled by #1.>
%	#1 : GearName(P)
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
FACTION_IS_INACTIVE             <#2 #1 has been disbanded.>
%	#1 : GearName(P)
%	#2 : PersonalityTraitDesc()
%	#3 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE3         <#3 #1 is #2.>
%	#1 : GearName(Persona)
%	#2 : TRAITCHAT_Lead? in GameData/chat_msg.txt
CREATERUMORLIST_RUMOR_Membership        <#2 I am a member of #1.>

% menugear.pp BuildInventoryMenu()
BuildInventoryMenu_CannotBeSold         < [Unsellable]>
BuildInventoryMenu_CannotBeDropped      < [NoDrop]>
BuildInventoryMenu_CannotBeTransfered   < [NoTransfer]>

% movement.pp MoveDesc()
MoveDesc_Jump                   <Jump: # s>

% navigate.pp RestoreCampaign()
RestoreCampaign_Select_campaign <Select campaign file to load.>

% pcaction.pp
PCACTION_CANCELLED              <Cancelled.>
%
% pcaction.pp ImproveStatus()
%	# : GearName()
IMPROVESTATS_NOTIMPROVED        <# doesn't have enough experience points.>
%	#1 : GearName()
%	#2 : StatName[]
IMPROVESTATS_IMPROVED           <#1 has improved #2.>
%
% pcaction.pp AutoTraining()
%	#1 : GearName()
%	#2 : SkillMan[]
AUTOTRAIN_LEARN                 <#1 has improved #2.>
%
% pcaction.pp BuildRobot()
%	#1 : GearName()
%	#2 : SkillMan[]
BUILD_ROBOT_SKILL               <#1 knows #2.>
%
% pcaction.pp DoTraining() ImproveSkills()
%	#1 : GearName()
%	#2 : SkillMan[]
DOTRAINING_IMPROVESKILLS_DOESNOTDO      <#1 doesn't have enough experience points to improve #2.>
DOTRAINING_IMPROVESKILLS_DONE           <#1 has improved #2.>
%
% pcaction.pp DoTraining() GetNewSkill()
DOTRAINING_GETNEWSKILL_CANCEL           <  Cancel>
%	#1 : GearName()
%	#2 : SkillMan[]
DOTRAINING_GETNEWSKILL_DOESNOTDO        <#1 doesn't have enough experience points to learn #2.>
DOTRAINING_GETNEWSKILL_DONE             <#1 has learned the #2 skill.>
%
% pcaction.pp DoTraining() GetNewTalent()
DoTraining_GetNewTalent_CANCEL          <  Cancel>
%	#1 : GearName(PC)
%	#2 : TALENT
DoTraining_GetNewTalent_learned         <#1 has learned #2.>
%
% pcaction.pp DoTraining() ReviewTalents()
DoTraining_ReviewTalents_Exit           <  Exit>
%
% pcaction.pp DoTraining() ReviewCyberware()
DoTraining_ReviewCyberware_Exit         <  Exit>
%
% pcaction.pp PCAddressBookAdd()
PCAddressBookAdd_PHONE_AddName          <Please input a name to register.>
PCAddressBookAdd_PHONE_AddDesc          <Please input a description.>
%
% pcaction.pp AutoTraining()
%	#1 : GearName(NPC)
%	#2 : GearName(M)
AUTOTRAIN_EVOLVE                <#1 has mutated into #2!>
%
% pcaction.pp PickPockets()
%	#1 : Cash
%	#2 : GearName(M)
PICKPOCKET_CASH+ITEM            <You steal $#1 and a #2.>
%
% pcaction.pp DoTalkingWithNPC()
%	# : NPC
DoTalkingWithNPC_doesnt_talk            <# doesn't want to talk to you.>
DoTalkingWithNPC_conversation           <You strike up a conversation with #.>
DoTalkingWithNPC_doesnt_talk_now        <# doesn't want to talk right now.>
DoTalkingWithNPC_No_response            <No response!>
DoTalkingWithNPC_too_far_away           <You're too far away to talk with #.>
DoTalkingWithNPC_Not_found              <Not found!>
%
% pcaction.pp PCTalk()
PCTalk_Select                           <Select a character to talk with.>
PCTalk_cancelled                        <Talking cancelled.>
%
% pcaction.pp PCAddressBook()
PCAddressBook_call                      <call>
PCAddressBook_add                       <add>
PCAddressBook_edit                      <edit>
PCAddressBook_delete                    <delete>
PCAddressBook_redial                    <redial>
PCAddressBook_cancel                    < [cancel]>
%
% pcaction.pp ForcePlot()
ForcePlot_Select                        <Select plot file to load.>
ForcePlot_successfully                  <Plot successfully loaded.>
ForcePlot_rejected                      <Plot rejected.>
%
% pcaction.pp SetPlayOptions()
SetPlayOptions_prefrences               <Set game prefrences>
SetPlayOptions_Mecha_Control            <Mecha Control: >
SetPlayOptions_Chara_Control            <Chara Control: >
SetPlayOptions_Explore_Control          <Explore Control: >
SetPlayOptions_Ballistic_Wpn_BV         <Ballistic Wpn BV: >
SetPlayOptions_Energy_Wpn_BV            <Energy Wpn BV: >
SetPlayOptions_Missile_BV               <Missile BV: >
SetPlayOptions_Enable_Transparency      <Enable Transparency>
SetPlayOptions_Disable_Transparency     <Disable Transparency>
SetPlayOptions_Enable_Mini-Map          <Enable Mini-Map>
SetPlayOptions_Disable_Mini-Map         <Disable Mini-Map>
SetPlayOptions_Enable_Name_Display      <Enable Name Display>
SetPlayOptions_Disable_Name_Display     <Disable Name Display>
SetPlayOptions_Disable_Accessibility+   <Disable Accessibility+>
SetPlayOptions_Enable_Accessibility+    <Enable Accessibility+>
SetPlayOptions_Exit                     <  Exit Prefrences>
%
% pcaction.pp AimThatAttack()
AimThatAttack_cancelled                 <Attack cancelled.>
%
% pcaction.pp DoPlayerAttack()
DoPlayerAttack_Called_Off               <  Called Shot: Off [/]>
DoPlayerAttack_Called_On                <  Called Shot: On [/]>
DoPlayerAttack_Wait_for_recharge        <  Wait for recharge [.]>
DoPlayerAttack_Options                  <  Options [?]>
DoPlayerAttack_Cancel                   <  Cancel [ESC]>
%
% pcaction.pp DoEjection()
%	#1 : GearName(Pilot)
%	#2 : GearName(Mek)
EJECT_Message                           <#1 ejects from #2.>
%
% pcaction.pp RLQuickAttack()
RLQuickAttack_dont_have_a_weapon        <You don't have a weapon ready!>
%
% pcaction.pp RLBumpAttack()
RLBumpAttack_dont_have_a_weapon         <You don't have a weapon ready!>
%
% pcaction.pp RLSmartAction()
RLSmartAction_Blocked                   <Blocked!>
%
% pcaction.pp GameOptionMenu()
GameOptionMenu_Inventory                <Inventory>
GameOptionMenu_Get_Item                 <Get Item>
GameOptionMenu_Enter_Location           <Enter Location>
GameOptionMenu_Do_Repairs               <Do Repairs>
GameOptionMenu_Apply_Skill              <Apply Skill>
GameOptionMenu_Combat_Settings          <Combat Settings>
GameOptionMenu_Eject_from_Mecha         <Eject from Mecha>
GameOptionMenu_Character_Info           <Character Info>
GameOptionMenu_Quit_Game                <Quit Game>
GameOptionMenu_Return_to_Main           <Return to Main>
GameOptionMenu_Advanced_options_menu    <Advanced options menu.>
%
% pcaction.pp InfoMenu()
InfoMenu_Examine_Map                    <Examine Map>
InfoMenu_Mecha_Browser                  <Mecha Browser>
InfoMenu_Return_to_Main                 <Return to Main>
InfoMenu_Information_Menu               <Information Menu.>
%
% pcaction.pp MenuPlayerInput()
MenuPlayerInput_Walk                    <Walk>
MenuPlayerInput_Run                     <Run>
MenuPlayerInput_Cruise_Speed            <Cruise Speed>
MenuPlayerInput_Full_Speed              <Full Speed>
MenuPlayerInput_Turn_Left               <((( Turn Left>
MenuPlayerInput_Turn_Right              <    Turn Right )))>
MenuPlayerInput_Reverse                 <     Reverse>
MenuPlayerInput_Jump                    <Jump>
MenuPlayerInput_Wait                    <Wait>
MenuPlayerInput_Stop                    <Stop>
MenuPlayerInput_Weapons_Menu            <Weapons Menu>
MenuPlayerInput_Info_Menu               <Info Menu>
MenuPlayerInput_Options_Menu            <Options Menu>
MenuPlayerInput_Search                  <Search>
%
% pcaction.pp GetPlayerInput()
%	# : time
GetPlayerInput_time_left                <# seconds jump time left.>
%
% pcaction.pp Transformation()
Transformation_Select_Form              <Transformation>
Transformation_Can_not_transform        <Can not transform.>
Transformation_Cancel                   < [Cancel]>
Transformation_Cancelled                <Cancelled.>
%
% pcaction.pp PurgeParts()
PurgeParts_Select_Mode                  <Purge Parts>
PurgeParts_Cancel                       < [Cancel]>
PurgeParts_Cancelled                    <Cancelled.>

% randchar.pp SelectAge()
%	# : years
SelectAge_years_old             <# years old>

% randmaps.pp AddDoor()
%	# : Door name
RANDMAPS_DoorSign               <Door of #>
RANDMAPS_DoorSign_I18N          <Door of #>

% services.pp PurchaseGear()
%	#1 : GearName()
%	#2 : Cost
PurchaseGear_Buy_it             <Buy #1 ($#2)>
PurchaseGear_View_Tech_Stats    <View Tech Stats>
PurchaseGear_Search_Again       <Search Again>
PurchaseGear_BUYPROMPT1         <I can give you this #1 for $#2. What do you say, do we have a deal?>
PurchaseGear_BUYPROMPT2         <This #1 can be yours for the low price of $#2.>
PurchaseGear_BUYPROMPT3         <The price for this #1 is $#2. You won't find it cheaper anywhere else.>
PurchaseGear_BUYPROMPT4         <I see you're looking at the #1. It's a very good deal at only $#2.>
PurchaseGear_Purchased          <You have purchased #.>
PurchaseGear_Not_enough_money   <You don't have enough money to buy #.>
%
% services.pp BrowseWares()
BrowseWares_You_can_not_buy_only_it     <You can not buy only it.>
%
% services.pp SellStuff()
SellStuff_You_can_not_sell_only_it      <You can not sell only it.>
SellStuff_SellAll                       <[Sell All]>
%
% services.pp SellGear()
%	#1 : GearName()
%	#2 : Cost
SellGear_YouCannotSellIt                <You cannot sell it.>
SellGear_ItHasAPilotAssigned            <You cannot sell it while it has a pilot assigned.>
SellGear_Sell_it                <Sell #1 ($#2)>
SellGear_Maybe_later            <Maybe later>
SellGear_SELLPROMPT1            <I'll give you $#2 for the #1. Do we have a deal?>
SellGear_SELLPROMPT2            <I can't give you any more than $#2 for your #1.>
SellGear_SELLPROMPT3            <I can give you $#2 for the #1.>
SellGear_SELLPROMPT4            <If you're interested in parting with it, I can give you $#2 for that #1 you have.>
SellGear_Sold                   <You have sold #1 for $#2.>
%
% services.pp ThisMechaWasSelected()
%	# : GearName(Mek)
SERVICES_Sell                   <Sell #>
%
% services.pp InstallCyberware()
InstallCyberware_You_can_not_install_to_it      <You can not install to it.>
%
% services.pp OpenShop()
OpenShop_Browse_Wares           <Browse Wares>
OpenShop_Exit_Shop              <Exit Shop>


% coninfo.pp, sdlinfo.pp LocationInfo()
LocationInfo_Dir:               <Dir:>
LocationInfo_Alt:               <Alt:>
% coninfo.pp, sdlinfo.pp JobAgeGenderDesc()
%	#1 : age
%	#2 : gender
%	#3 : jobs
JOBAGEGENDERDESC                <#1 year old #2 #3.>
% coninfo.pp, sdlinfo.pp MekStatDisplay()
%	# : PercentDamaged()
MekStatDisplay_Broken           < (#%)>
% coninfo.pp, sdlinfo.pp MekStatDisplay()
MekStatDisplay_MV:              <MV: #>
MekStatDisplay_TR:              <TR: #>
MekStatDisplay_SE:              <SE: #>
MekStatDisplay_OL:              <OL: #>
MekStatDisplay_OC:              <OC: #>
MekStatDisplay_HP               <# HP>
MekStatDisplay_Immobile         <Immobile>
MekStatDisplay_Turn             <Rotate>
MekStatDisplay_PV:              <PV: #>
MekStatDisplay_Enc:             <Enc:>
% coninfo.pp, sdlinfo.pp CharacterInfo()
CharacterInfo_HP:               <HP:>
CharacterInfo_SP:               <SP:>
CharacterInfo_MP:               <MP:>
CharacterInfo_PV:               <PV:>
CharacterInfo_Enc:              <Enc:>
% sdlinfo.pp LFGI_ForItems()
LFGI_ForItems_Damage:           <Damage: #>
LFGI_ForItems_Armor:            <Armor: #>
LFGI_ForItems_Mass:             <Mass: #>
% sdlinfo.pp LFGI_ForMecha()
%	#1 : CurM
%	#2 : MaxM
LFGI_ForMecha_Enc:              <Enc: #1/#2>
LFGI_ForMecha_MV:               <MV: #>
LFGI_ForMecha_TR:               <TR: #>
LFGI_ForMecha_SE:               <SE: #>
% sdlinfo.pp LFGI_ForCharacters()
LFGI_ForCharacters_HP:          <HP:>
LFGI_ForCharacters_SP:          <SP:>
LFGI_ForCharacters_MP:          <MP:>
LFGI_ForCharacters_Enc:         <Enc:>

% conmap.pp, sdlmap.pp TimeString()
%	#1 : day
%	#2 : hour
%	#3 : minute
%	#4 : second
TIMESTRING                      <#2:#3:#4, day #1>
%
% conmap.pp, sdlmap.pp ProcessMovement()
ProcessMovement_Left  <# has left this area.>
%
% conmap.pp, sdlmap.pp ProcessMovement()
%	#1 : GearName()
%	#2 : DAMAGE_DamageDone
ProcessMovement_Crash <#1 has crashed! #2 damage.>
ProcessMovement_Fall  <#1 has fallen! #2 damage.>

% sdlmenus.pp, vidmenus.pp RPMSearchForwardKey()
RPMSearchForwardKey_SearchForward       <Enter an Item Name to Search Forward>
% sdlmenus.pp, vidmenus.pp RPMSearchBackwardKey()
RPMSearchBackwardKey_SearchBackward     <Enter an Item Name to Search Backward>

% context.pp, sdlgfx.pp EndOfGameMoreKey()
EndOfGameMoreKey_Hit_space_bar  <[Hit space bar.]>
%
% sdlgfx.pp, MoreText()
MoreText_Prompt <  [UP] to go up, [DOWN] to go down, [ESC] to exit>

%%% [ End of File ] %%%
