Removed old Loc.GetString() use instances (#4155)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,28 +0,0 @@
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### UI
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# Verb name for climbing
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comp-climbable-verb-climb = Vault
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### Interaction Messages
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# Shown to you when your character climbs on $climbable
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comp-climbable-user-climbs = You jump onto { THE($climbable) }!
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# Shown to others when $user climbs on $climbable
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comp-climbable-user-climbs-other = { CAPITALIZE(THE($user)) } jumps onto { THE($climbable) }!
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# Shown to you when your character force someone to climb on $climbable
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comp-climbable-user-climbs-force = You force { CAPITALIZE(THE($moved-user)) } onto { THE($climbable) }!
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# Shown to others when someone force other $moved-user to climb on $climbable
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comp-climbable-user-climbs-force-other = { CAPITALIZE(THE($user)) } forces { THE($moved-user) } onto { THE($climbable) }!
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# Shown to you when your character is far away from climbable
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comp-climbable-cant-reach = You can't reach there!
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# Shown to you when your character can't interact with climbable for some reason
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comp-climbable-cant-interact = You can't do that!
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# Shown to you when your character can't climb
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comp-climbable-cant-climb = You are incapable of climbing!
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@@ -1,20 +0,0 @@
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### EmitterComponent
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# Shows when attempting to turn the emitter on or off without proper access
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comp-emitter-access-locked = The {$target} is access locked!
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# Shows when attempting to lock or unlock the emitter without proper access
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comp-emitter-access-denied = Access denied.
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# Shows when locking/unlocking the emitter
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comp-emitter-lock = You lock the {$target}.
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comp-emitter-unlock = You unlock the {$target}.
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# Shows when turning the emitter on/off
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comp-emitter-turned-on = The {$target} turns on.
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comp-emitter-turned-off = The {$target} turns off.
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# Shows if the user attempts to activate the emitter while it's un-anchored.
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comp-emitter-not-anchored = The {$target} isn't anchored to the ground!
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@@ -1,6 +0,0 @@
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### UI
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# Shown when the battery is examined in details range
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examinable-battery-component-examine-detail = The battery is [color={$markupPercentColor}]{$percent}%[/color] full.
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@@ -1,19 +0,0 @@
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### UI
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# Shown when an empty flash is examined at any range
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flash-component-examine-empty = It's burnt out!
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# Shown when a flash is examined in details range
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flash-component-examine-detail-count = The flash has [color={$markupCountColor}]{$count}[/color] {$count ->
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[one] use
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*[other] uses
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} remaining.
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### Interaction Messages
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# Shown when someone flashes you with a flash
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flash-component-user-blinds-you = {$user} blinds you with the flash!
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# Shown when a flash runs out of uses
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flash-component-becomes-empty = The flash burns out!
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@@ -1,7 +0,0 @@
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### GasTankComponent stuff.
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# Examine text showing pressure in tank.
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comp-gas-tank-examine = Pressure: [color=orange]{PRESSURE($pressure)}[/color].
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# Examine text when internals are active.
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comp-gas-tank-connected = {"\u000A"}Connected to external component
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@@ -1,4 +0,0 @@
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### HandComponent stuff
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# Examine text after when they're holding something (in-hand)
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comp-hands-examine = { CAPITALIZE(SUBJECT($user)) } { CONJUGATE-BE($user) } holding a { $item }.
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@@ -1,8 +0,0 @@
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# Chat window radio wrap (prefix and postfix)
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chat-radio-message-wrap = {$channel} {$name} says, "{"{"}0{"}"}"
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examine-radio-frequency = It is set to broadcast over the {$frequency} frequency.
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examine-headset = A small screen on the headset displays the following available frequencies:
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examine-headset-chat-prefix = Use {$prefix} for the currently tuned frequency.
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@@ -1,13 +0,0 @@
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### Used for item cabinet (fire extinguisher cabinets)
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## Displayed when the item is successfully taken out of the cabinet.
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comp-item-cabinet-successfully-taken = You take { THE($item) } from { THE($cabinet) }.
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## Displayed in the context menu for the item cabinet.
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comp-item-cabinet-eject-verb-text = Eject item
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comp-item-cabinet-open-verb-text = Open
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comp-item-cabinet-close-verb-text = Close
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@@ -1,16 +0,0 @@
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comp-kitchen-spike-deny-collect = { CAPITALIZE(THE($this)) } already has something on it, finish collecting its meat first!
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comp-kitchen-spike-deny-butcher = { CAPITALIZE(THE($victim)) } can't be butchered on { THE($this) }.
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comp-kitchen-spike-deny-not-dead = { CAPITALIZE(THE($victim)) } can't be butchered. { CAPITALIZE(SUBJECT($victim)) } { CONJUGATE-BE($victim) } is not dead!
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comp-kitchen-spike-begin-hook-victim = { THE($user) } begins dragging you onto { THE($this) }!
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comp-kitchen-spike-begin-hook-self = You begin dragging yourself onto { THE($this) }!
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comp-kitchen-spike-kill = { CAPITALIZE(THE($user)) } has forced { THE($victim) } onto the spike, killing them instantly!
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comp-kitchen-spike-suicide-other = { CAPITALIZE(THE($victim)) } has thrown themselves on a meat spike!
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comp-kitchen-spike-suicide-self = You throw yourself on a meat spike!
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comp-kitchen-spike-remove-meat = You remove some meat from { THE($victim) }.
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comp-kitchen-spike-remove-meat-last = You remove the last piece of meat from { THE($victim) }!
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comp-kitchen-spike-meat-name = { $victim } meat
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@@ -1,14 +0,0 @@
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### Interaction Messages
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# Shown when player tries to replace light, but there is no lighs left
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comp-light-replacer-missing-light = No lights left in {$light-replacer}.
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# Shown when player inserts light bulb inside light replacer
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comp-light-replacer-insert-light = You insert {$bulb} into {$light-replacer}.
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# Shown when player tries to insert in light replacer brolen light bulb
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comp-light-replacer-insert-broken-light = You can't insert broken lights!
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# Shown when player refill light from light box
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comp-light-replacer-refill-from-storage = You refill {$light-replacer}.
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@@ -1,6 +0,0 @@
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# MindComponent localization
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## Messages displayed when a body is examined and in a certain state
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comp-mind-examined-catatonic = { CAPITALIZE(SUBJECT($ent)) } { CONJUGATE-BE($ent) } totally catatonic. The stresses of life in deep-space must have been too much for { OBJECT($ent) }. Any recovery is unlikely.
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comp-mind-examined-dead = { CAPITALIZE(POSS-ADJ($ent)) } soul has departed.
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comp-mind-examined-ssd = { CAPITALIZE(SUBJECT($ent)) } { CONJUGATE-HAVE($ent) } a blank, absent-minded stare and appears completely unresponsive to anything. { CAPITALIZE(SUBJECT($ent)) } may snap out of it soon.
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@@ -1,6 +0,0 @@
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### UI
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# Shown when paper with words examined details
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paper-component-examine-detail-has-words = The paper has something written on it.
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@@ -1,11 +0,0 @@
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### UI
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# For the PDA screen
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comp-pda-ui = ID: [color=white]{$Owner}[/color], [color=yellow]{$JobTitle}[/color]
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comp-pda-ui-blank = ID:
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comp-pda-ui-owner = Owner: [color=white]{$ActualOwnerName}[/color]
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@@ -1,3 +0,0 @@
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radiation-collector-component-use-on = The collector turns on.
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radiation-collector-component-use-off = The collector turns off.
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@@ -1,14 +0,0 @@
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### UI
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# Shown when an RCD is examined in details range
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rcd-component-examine-detail-count = It's currently on {$mode} mode, and holds {$ammoCount ->
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*[zero] no charges.
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[one] one charge.
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[other] {$ammoCount} charges.
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}
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### Interaction Messages
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# Shown when changing RCD Mode
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rcd-component-change-mode = The RCD is now set to {$mode} mode.
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@@ -1,10 +0,0 @@
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### Interaction Messages
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# Shown when repairing something
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comp-repairable-repair = You repair {PROPER($target) ->
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[true] {""}
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*[false] the{" "}
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}{$target} with {PROPER($welder) ->
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[true] {""}
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*[false] the{" "}
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}{$welder}
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@@ -1,3 +0,0 @@
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### Secret stash component. Stuff like potted plants, comfy chair cushions, etc...
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comp-secret-stash-action-hide = You hide { THE($item) } in { $this }
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@@ -1,19 +0,0 @@
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### UI
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# Shown when a stack is examined in details range
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comp-stack-examine-detail-count = {$count ->
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[one] There is [color={$markupCountColor}]{$count}[/color] thing
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*[other] There are [color={$markupCountColor}]{$count}[/color] things
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} in the stack.
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# Stack status control
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comp-stack-status = Count: [color=white]{$count}[/color]
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### Interaction Messages
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# Shown when attempting to add to a stack that is full
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comp-stack-already-full = Stack is already full.
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# Shown when a stack becomes full
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comp-stack-becomes-full = Stack is now full.
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@@ -1,11 +0,0 @@
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### Stunbaton component
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## Used when examining the stunbaton
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comp-stunbaton-examined-on = The light is currently [color=darkgreen]on[/color].
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comp-stunbaton-examined-off = The light is currently [color=darkred]off[/color]
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## Used when activating the stunbaton, depending on the state of its cell.
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comp-stunbaton-activated-dead-cell = Dead cell...
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comp-stunbaton-activated-missing-cell = Missing cell...
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@@ -1,14 +0,0 @@
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### UI
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# Shown when examining the window. Each entry represents the window's health condition
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comp-window-damaged-1 = It looks fully intact.
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comp-window-damaged-2 = It has a few scratches
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comp-window-damaged-3 = It has a few small cracks.
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comp-window-damaged-4 = It has several big cracks running along its surface.
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comp-window-damaged-5 = It has deep cracks across multiple layers.
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comp-window-damaged-6 = It is extremely cracked and on the verge of shattering.
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### Interaction Messages
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# Shown when knocking on a window
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comp-window-knock = *knock knock*
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