Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
This commit is contained in:
17
Resources/Locale/en-US/accent/southern.ftl
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17
Resources/Locale/en-US/accent/southern.ftl
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@@ -0,0 +1,17 @@
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accent-southern-words-1 = you all
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accent-southern-words-replace-1 = y'all
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accent-southern-words-2 = you guys
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accent-southern-words-replace-2 = y'all
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accent-southern-words-3 = isn't
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accent-southern-words-replace-3 = ain't
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accent-southern-words-4 = is not
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accent-southern-words-replace-4 = ain't
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accent-southern-words-5 = aren't
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accent-southern-words-replace-5 = ain't
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accent-southern-words-6 = are not
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accent-southern-words-replace-6 = ain't
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@@ -0,0 +1,3 @@
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aghost-description = Makes you an admin ghost.
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aghost-no-mind-self = You can't ghost here!
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aghost-no-mind-other = They can't ghost here!
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@@ -0,0 +1,16 @@
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## Strings for the "grant_connect_bypass" command.
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cmd-grant_connect_bypass-desc = Temporarily allow a user to bypass regular connection checks.
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cmd-grant_connect_bypass-help = Usage: grant_connect_bypass <user> [duration minutes]
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Temporarily grants a user the ability to bypass regular connections restrictions.
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The bypass only applies to this game server and will expire after (by default) 1 hour.
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They will be able to join regardless of whitelist, panic bunker, or player cap.
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cmd-grant_connect_bypass-arg-user = <user>
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cmd-grant_connect_bypass-arg-duration = [duration minutes]
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cmd-grant_connect_bypass-invalid-args = Expected 1 or 2 arguments
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cmd-grant_connect_bypass-unknown-user = Unable to find user '{$user}'
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cmd-grant_connect_bypass-invalid-duration = Invalid duration '{$duration}'
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cmd-grant_connect_bypass-success = Successfully added bypass for user '{$user}'
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@@ -8,20 +8,29 @@ anomaly-particles-delta = Delta particles
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anomaly-particles-epsilon = Epsilon particles
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anomaly-particles-zeta = Zeta particles
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anomaly-particles-omega = Omega particles
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anomaly-particles-sigma = Sigma particles
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anomaly-scanner-component-scan-complete = Scan complete!
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anomaly-scanner-ui-title = anomaly scanner
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anomaly-scanner-no-anomaly = No anomaly currently scanned.
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anomaly-scanner-severity-percentage = Current severity: [color=gray]{$percent}[/color]
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anomaly-scanner-severity-percentage-unknown = Current severity: [color=red]ERROR[/color]
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anomaly-scanner-stability-low = Current anomaly state: [color=gold]Decaying[/color]
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anomaly-scanner-stability-medium = Current anomaly state: [color=forestgreen]Stable[/color]
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anomaly-scanner-stability-high = Current anomaly state: [color=crimson]Growing[/color]
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anomaly-scanner-stability-unknown = Current anomaly state: [color=red]ERROR[/color]
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anomaly-scanner-point-output = Point output: [color=gray]{$point}[/color]
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anomaly-scanner-point-output-unknown = Point output: [color=red]ERROR[/color]
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anomaly-scanner-particle-readout = Particle Reaction Analysis:
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anomaly-scanner-particle-danger = - [color=crimson]Danger type:[/color] {$type}
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anomaly-scanner-particle-unstable = - [color=plum]Unstable type:[/color] {$type}
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anomaly-scanner-particle-containment = - [color=goldenrod]Containment type:[/color] {$type}
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anomaly-scanner-particle-transformation = - [color=#6b75fa]Transformation type:[/color] {$type}
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anomaly-scanner-particle-danger-unknown = - [color=crimson]Danger type:[/color] [color=red]ERROR[/color]
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anomaly-scanner-particle-unstable-unknown = - [color=plum]Unstable type:[/color] [color=red]ERROR[/color]
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anomaly-scanner-particle-containment-unknown = - [color=goldenrod]Containment type:[/color] [color=red]ERROR[/color]
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anomaly-scanner-particle-transformation-unknown = - [color=#6b75fa]Transformation type:[/color] [color=red]ERROR[/color]
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anomaly-scanner-pulse-timer = Time until next pulse: [color=gray]{$time}[/color]
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anomaly-gorilla-core-slot-name = Anomaly core
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@@ -65,3 +74,23 @@ anomaly-command-supercritical = Makes a target anomaly go supercritical
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# Flavor text on the footer
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anomaly-generator-flavor-left = Anomaly may spawn inside the operator.
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anomaly-generator-flavor-right = v1.1
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anomaly-behavior-unknown = [color=red]ERROR. Cannot be read.[/color]
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anomaly-behavior-title = behavior deviation analysis:
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anomaly-behavior-point =[color=gold]Anomaly produces {$mod}% of the points[/color]
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anomaly-behavior-safe = [color=forestgreen]The anomaly is extremely stable. Extremely rare pulsations.[/color]
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anomaly-behavior-slow = [color=forestgreen]The frequency of pulsations is much less frequent.[/color]
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anomaly-behavior-light = [color=forestgreen]Pulsation power is significantly reduced.[/color]
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anomaly-behavior-balanced = No behavior deviations detected.
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anomaly-behavior-delayed-force = The frequency of pulsations is greatly reduced, but their power is increased.
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anomaly-behavior-rapid = The frequency of the pulsation is much higher, but its strength is attenuated.
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anomaly-behavior-reflect = A protective coating was detected.
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anomaly-behavior-nonsensivity = A weak reaction to particles was detected.
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anomaly-behavior-sensivity = Amplified reaction to particles was detected.
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anomaly-behavior-secret = Interference detected. Some data cannot be read
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anomaly-behavior-inconstancy = [color=crimson]Impermanence has been detected. Particle types can change over time.[/color]
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anomaly-behavior-fast = [color=crimson]The pulsation frequency is strongly increased.[/color]
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anomaly-behavior-strenght = [color=crimson]The pulsation power is significantly increased.[/color]
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anomaly-behavior-moving = [color=crimson]Coordinate instability was detected.[/color]
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@@ -1,5 +1,6 @@
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bounty-console-menu-title = Cargo bounty console
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bounty-console-label-button-text = Print label
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bounty-console-skip-button-text = Skip
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bounty-console-time-label = Time: [color=orange]{$time}[/color]
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bounty-console-reward-label = Reward: [color=limegreen]${$reward}[/color]
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bounty-console-manifest-label = Manifest: [color=orange]{$item}[/color]
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@@ -0,0 +1 @@
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scoopable-component-popup = You scoop up {$scooped} into {THE($beaker)}.
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@@ -42,12 +42,15 @@ ui-options-volume-percent = { TOSTRING($volume, "P0") }
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ui-options-show-held-item = Show held item next to cursor
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ui-options-show-combat-mode-indicators = Show combat mode indicators with cursor
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ui-options-opaque-storage-window = Opaque storage window
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ui-options-show-ooc-patron-color = Show OOC Patreon color
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ui-options-show-looc-on-head = Show LOOC chat above characters head
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ui-options-fancy-speech = Show names in speech bubbles
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ui-options-fancy-name-background = Add background to speech bubble names
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ui-options-enable-color-name = Add colors to character names
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ui-options-colorblind-friendly = Colorblind friendly mode
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ui-options-reduced-motion = Reduce motion of visual effects
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ui-options-chat-window-opacity = Chat window opacity
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ui-options-chat-window-opacity-percent = { TOSTRING($opacity, "P0") }
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ui-options-screen-shake-intensity = Screen shake intensity
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ui-options-screen-shake-percent = { TOSTRING($intensity, "P0") }
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ui-options-vsync = VSync
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@@ -189,6 +189,7 @@ flavor-complex-tonic-water = like angry water
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flavor-complex-cola = like cola
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flavor-complex-energy-drink = like battery acid
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flavor-complex-dr-gibb = like malpractice
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flavor-complex-ginger-soda = like ginger
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flavor-complex-grape-soda = like grape soda
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flavor-complex-lemon-lime-soda = like lemon-lime soda
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flavor-complex-pwr-game-soda = like gaming
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@@ -201,6 +202,7 @@ flavor-complex-vodka = like fermented grain
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flavor-complex-tequila = like fermented death
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flavor-complex-sake = like sweet, alcoholic rice
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flavor-complex-rum = like fermented sugar
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flavor-complex-coconut-rum = like nutty fermented sugar
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flavor-complex-coffee-liquor = like strong, bitter coffee
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flavor-complex-whiskey = like molasses
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flavor-complex-shitty-wine = like grape rinds
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@@ -213,6 +215,11 @@ flavor-complex-ice = like ice
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flavor-complex-mopwata = like stagnant, dirty water
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## Cocktails
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flavor-complex-arnold-palmer = like a hole-in-one
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flavor-complex-blue-hawaiian = like the tropics
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flavor-complex-cosmopolitan = sweet and tangy
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flavor-complex-painkiller = like spiked pineapple juice
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flavor-complex-pina-colada = like tropical sun
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flavor-complex-long-island = suspiciously like iced tea
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flavor-complex-three-mile-island = like tea brewed in nuclear runoff
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flavor-complex-whiskey-cola = like carbonated molasses
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@@ -164,6 +164,9 @@ ghost-role-information-cerberus-rules = You are an intelligent, demonic dog. Try
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ghost-role-information-ert-leader-name = ERT Leader
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ghost-role-information-ert-leader-description = Lead a team of specialists to resolve the station's issues.
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ghost-role-information-ert-chaplain-name = ERT Chaplain
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ghost-role-information-ert-chaplain-description = Assist with mourning to resolve the station's crew moral issues.
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ghost-role-information-ert-janitor-name = ERT Janitor
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ghost-role-information-ert-janitor-description = Assist with custodial efforts to resolve the station's issues.
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@@ -22,6 +22,14 @@ guide-entry-cargo-bounties = Cargo Bounties
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guide-entry-salvage = Salvage
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guide-entry-survival = Survival
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guide-entry-chemicals = Chemicals
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guide-entry-elements = Elements
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guide-entry-narcotics = Narcotics
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guide-entry-pyrotechnics = Pyrotechnic
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guide-entry-toxins = Toxins
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guide-entry-foods = Foods
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guide-entry-biological = Biological
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guide-entry-others = Others
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guide-entry-botanical = Botanicals
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guide-entry-ss14 = Space Station 14
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guide-entry-janitorial = Janitorial
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guide-entry-bartender = Bartender
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@@ -19,6 +19,7 @@ job-description-paramedic = Rescue critically injured patients all over the stat
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job-description-detective = Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.
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job-description-doctor = Diagnose and heal crewmembers through medicinal chemicals, advanced medicine, and defibrillators. Make sure the dead don't rot, and that cadavers are in the morgue.
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job-description-engineer = Keep the station's main engine & solars active, optimize the power network, and make emergency repairs using your hardsuit in spaced areas.
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job-description-ertchaplain = Ensure the station crew's last rights are taken care of.
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job-description-ertengineer = Ensure that the station has power and clean air.
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job-description-ertjanitor = Ensure that the station is properly cleaned--for morale.
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job-description-ertleader = Lead the Emergency Response Team in dealing with threats to Nanotrasen assets.
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@@ -38,6 +38,7 @@ job-name-cargotech = Cargo Technician
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job-name-chef = Chef
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job-name-clown = Clown
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job-name-ertleader = ERT Leader
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job-name-ertchaplain = ERT Chaplain
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job-name-ertengineer = ERT Engineer
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job-name-ertsecurity = ERT Security
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job-name-ertmedic = ERT Medic
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@@ -63,6 +64,7 @@ JobChiefMedicalOfficer = Chief Medical Officer
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JobClown = Clown
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JobDetective = Detective
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JobBrigmedic = Brigmedic
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JobERTChaplain = ERT Chaplain
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JobERTEngineer = ERT Engineer
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JobERTJanitor = ERT Janitor
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JobERTLeader = ERT Leader
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@@ -13,6 +13,10 @@ lathe-menu-material-amount = { $amount ->
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[1] {NATURALFIXED($amount, 2)} {$unit}
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*[other] {NATURALFIXED($amount, 2)} {MAKEPLURAL($unit)}
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}
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lathe-menu-material-amount-missing = { $amount ->
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[1] {NATURALFIXED($amount, 2)} {$unit} of {$material} ([color=red]{NATURALFIXED($missingAmount, 2)} {$unit} missing[/color])
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*[other] {NATURALFIXED($amount, 2)} {MAKEPLURAL($unit)} of {$material} ([color=red]{NATURALFIXED($missingAmount, 2)} {MAKEPLURAL($unit)} missing[/color])
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}
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lathe-menu-no-materials-message = No materials loaded.
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lathe-menu-fabricating-message = Fabricating...
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lathe-menu-materials-title = Materials
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@@ -3,8 +3,9 @@ lock-comp-on-examined-is-unlocked = The {$entityName} seems to be unlocked.
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lock-comp-do-lock-success = You lock the {$entityName}.
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lock-comp-do-unlock-success = You unlock the {$entityName}.
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lock-comp-has-user-access-fail = Access denied
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lock-comp-generic-fail = {CAPITALIZE(SUBJECT($target))} {CONJUGATE-BE($target)} locked.
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## ToggleLockVerb
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toggle-lock-verb-unlock = Unlock
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toggle-lock-verb-lock = Lock
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toggle-lock-verb-lock = Lock
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@@ -70,6 +70,9 @@ signal-port-description-set-particle-epsilon = Sets the type of particle this de
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signal-port-name-set-particle-zeta = Set particle type: zeta
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signal-port-description-set-particle-zeta = Sets the type of particle this device emits to zeta.
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signal-port-name-set-particle-sigma = Set particle type: sigma
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signal-port-description-set-particle-sigma = Sets the type of particle this device emits to sigma.
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signal-port-name-logic-input-a = Input A
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signal-port-description-logic-input-a = First input of a logic gate.
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@@ -1,17 +1,17 @@
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marking-GauzeLefteyePatch-gauze_lefteye_2 = Gauze eyepatch (Left)
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marking-GauzeLefteyePatch = Gauze eyepatch (Left)
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marking-GauzeLefteyeTape-gauze_lefteye_1 = Gauze eyepad (Left)
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marking-GauzeLefteyeTape = Gauze eyepad (Left)
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marking-GauzeLefteyePad-gauze_lefteye_1 = Gauze eyepad (Left)
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marking-GauzeLefteyePad = Gauze eyepad (Left)
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marking-GauzeRighteyePatch-gauze_righteye_2 = Gauze eyepatch (Right)
|
||||
marking-GauzeRighteyePatch = Gauze eyepatch (Right)
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||||
|
||||
marking-GauzeRighteyeTape-gauze_righteye_1 = Gauze eyepad (Right)
|
||||
marking-GauzeRighteyeTape = Gauze eyepad (Right)
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||||
marking-GauzeRighteyePad-gauze_righteye_1 = Gauze eyepad (Right)
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marking-GauzeRighteyePad = Gauze eyepad (Right)
|
||||
|
||||
marking-GauzeShoulder-gauze_shoulder = Gauze Shoulder
|
||||
marking-GauzeShoulder = Gauze Shoulder
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||||
marking-GauzeShoulder-gauze_shoulder = Gauze Shoulder Sling
|
||||
marking-GauzeShoulder = Gauze Shoulder Sling
|
||||
|
||||
marking-GauzeStomach-gauze_abdomen = Gauze Stomach Wrap
|
||||
marking-GauzeStomach = Gauze Stomach Wrap
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||||
@@ -46,17 +46,57 @@ marking-GauzeUpperLegRight = Gauze Thigh Wrap (Right)
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||||
marking-GauzeBlindfold-gauze_blindfold = Gauze Blindfold
|
||||
marking-GauzeBlindfold = Gauze Blindfold
|
||||
|
||||
marking-GauzeLizardBlindfold-gauze_lizardblindfold = Gauze Blindfold
|
||||
marking-GauzeLizardBlindfold-gauze_lizard_blindfold = Gauze Blindfold
|
||||
marking-GauzeLizardBlindfold = Gauze Blindfold
|
||||
|
||||
marking-GauzeLizardFootRight-gauze_lizardfoot_r = Gauze Foot Wrap (Right)
|
||||
marking-GauzeLizardFootRight-gauze_lizard_foot_r = Gauze Foot Wrap (Right)
|
||||
marking-GauzeLizardFootRight = Gauze Foot Wrap (Right)
|
||||
|
||||
marking-GauzeLizardFootLeft-gauze_lizardfoot_l = Gauze Foot Wrap (Left)
|
||||
marking-GauzeLizardFootLeft-gauze_lizard_foot_l = Gauze Foot Wrap (Left)
|
||||
marking-GauzeLizardFootLeft = Gauze Foot Wrap (Left)
|
||||
|
||||
marking-GauzeLizardLefteyePatch-gauze_lizardlefteye = Adjusted Gauze eyepatch (Left)
|
||||
marking-GauzeLizardLefteyePatch = Adjusted Gauze eyepatch (Left)
|
||||
marking-GauzeLizardLefteyePatch-gauze_lizard_lefteye = Reptilian Gauze eyepatch (Left)
|
||||
marking-GauzeLizardLefteyePatch = Reptilian Gauze eyepatch (Left)
|
||||
|
||||
marking-GauzeLizardRighteyePatch-gauze_lizard_righteye = Reptilian Gauze eyepatch (Right)
|
||||
marking-GauzeLizardRighteyePatch = Reptilian Gauze Eyepatch (Right)
|
||||
|
||||
marking-GauzeMothStomach-gauze_moth_abdomen = Insectoid Stomach Wrap
|
||||
marking-GauzeMothStomach = Insectoid Stomach Wrap
|
||||
|
||||
marking-GauzeMothShoulder-gauze_moth_shoulder = Insectoid Shoulder Sling
|
||||
marking-GauzeMothShoulder = Insectoid Shoulder Sling
|
||||
|
||||
marking-GauzeMothBlindfold-gauze_moth_blindfold = Insectoid Blindfold
|
||||
marking-GauzeMothBlindfold = Insectoid Blindfold
|
||||
|
||||
marking-GauzeMothLeftEyePatch-gauze_moth_lefteye_2 = Insectoid Gauze eyepatch (Left)
|
||||
marking-GauzeMothLeftEyePatch = Insectoid Gauze eyepatch (Left)
|
||||
|
||||
marking-GauzeMothLeftEyePad-gauze_moth_lefteye_1 = Insectoid Gauze eyepad (Left)
|
||||
marking-GauzeMothLeftEyePad = Insectoid Gauze eyepad (Left)
|
||||
|
||||
marking-GauzeMothRightEyePatch-gauze_moth_righteye_2 = Insectoid Gauze eyepatch (Right)
|
||||
marking-GauzeMothRightEyePatch = Insectoid Gauze eyepatch (Right)
|
||||
|
||||
marking-GauzeMothRightEyePad-gauze_moth_righteye_1 = Insectoid Gauze eyepad (Right)
|
||||
marking-GauzeMothRightEyePad = Insectoid Gauze eyepad (Right)
|
||||
|
||||
marking-GauzeMothUpperArmRight-gauze_moth_upperarm_r = Insectoid Gauze Forearm Wrap (Right)
|
||||
marking-GauzeMothUpperArmRight = Insectoid Gauze Forearm Wrap (Right)
|
||||
|
||||
marking-GauzeMothUpperArmLeft-gauze_moth_upperarm_l = Insectoid Gauze Forearm Wrap (Left)
|
||||
marking-GauzeMothUpperArmLeft = Insectoid Gauze Forearm Wrap (Left)
|
||||
|
||||
marking-GauzeMothUpperLegRight-gauze_moth_upperleg_r = Insectoid Gauze Thigh Wrap (Right)
|
||||
marking-GauzeMothUpperLegRight = Insectoid Insectoid Gauze Thigh Wrap (Right)
|
||||
|
||||
marking-GauzeMothUpperLegLeft-gauze_moth_upperleg_l = Insectoid Gauze Thigh Wrap (Left)
|
||||
marking-GauzeMothUpperLegLeft = Insectoid Gauze Thigh Wrap (Left)
|
||||
|
||||
marking-GauzeMothLowerLegRight-gauze_moth_lowerleg_r = Insectoid Gauze Shin Wrap (Right)
|
||||
marking-GauzeMothLowerLegRight = Insectoid Gauze Shin Wrap (Right)
|
||||
|
||||
marking-GauzeMothLowerLegLeft-gauze_moth_lowerleg_l = Insectoid Gauze Shin Wrap (Left)
|
||||
marking-GauzeMothLowerLegLeft = Insectoid Gauze Shin Wrap (Left)
|
||||
|
||||
marking-GauzeLizardRighteyePatch-gauze_lizardrighteye = Adjusted Gauze eyepatch (Right)
|
||||
marking-GauzeLizardRighteyePatch = Adjusted Gauze Eyepatch (Right)
|
||||
@@ -1,8 +0,0 @@
|
||||
paint-success = {THE($target)} has been covered in paint!
|
||||
paint-failure = Can't cover {THE($target)} in paint!
|
||||
paint-failure-painted = {THE($target)} is already covered in paint!
|
||||
paint-empty = {THE($used)} is empty!
|
||||
paint-removed = You clean off the paint!
|
||||
paint-closed = You must open {THE($used)} first!
|
||||
paint-verb = Paint
|
||||
paint-remove-verb = Remove Paint
|
||||
244
Resources/Locale/en-US/paper/story-generation.ftl
Normal file
244
Resources/Locale/en-US/paper/story-generation.ftl
Normal file
@@ -0,0 +1,244 @@
|
||||
story-gen-book-type1 = book
|
||||
story-gen-book-type2 = folio
|
||||
story-gen-book-type3 = collection
|
||||
story-gen-book-type4 = notes
|
||||
story-gen-book-type5 = manuscript
|
||||
story-gen-book-type6 = records
|
||||
story-gen-book-type7 = tome
|
||||
story-gen-book-type8 = journal
|
||||
story-gen-book-type9 = archives
|
||||
story-gen-book-type10= codex
|
||||
story-gen-book-type11= memories
|
||||
story-gen-book-type12= compendium
|
||||
|
||||
story-gen-book-genre1 = work of crime fiction
|
||||
story-gen-book-genre2 = comedy
|
||||
story-gen-book-genre3 = horror story
|
||||
story-gen-book-genre4 = poem
|
||||
story-gen-book-genre5 = novella
|
||||
story-gen-book-genre6 = chronicle
|
||||
story-gen-book-genre7 = work of science-fiction
|
||||
story-gen-book-genre8 = fantasy story
|
||||
story-gen-book-genre9 = romance
|
||||
story-gen-book-genre10= thriller
|
||||
story-gen-book-genre11= work of historical fiction
|
||||
story-gen-book-genre12= biography
|
||||
story-gen-book-genre13= adventure story
|
||||
story-gen-book-genre14= drama
|
||||
|
||||
story-gen-book-appearance1 = ancient
|
||||
story-gen-book-appearance2 = shabby
|
||||
story-gen-book-appearance3 = dirty
|
||||
story-gen-book-appearance4 = unusual
|
||||
story-gen-book-appearance5 = faded
|
||||
story-gen-book-appearance6 = nasty
|
||||
story-gen-book-appearance7 = dusty
|
||||
story-gen-book-appearance8 = scary
|
||||
story-gen-book-appearance9 = bloody
|
||||
story-gen-book-appearance10= bright
|
||||
story-gen-book-appearance11= dubious
|
||||
story-gen-book-appearance12= intriguing
|
||||
story-gen-book-appearance13= ugly
|
||||
story-gen-book-appearance14= crooked
|
||||
story-gen-book-appearance15= crumpled
|
||||
story-gen-book-appearance16= dirty
|
||||
story-gen-book-appearance17= elegant
|
||||
story-gen-book-appearance18= ornate
|
||||
story-gen-book-appearance19= weathered
|
||||
story-gen-book-appearance20= chrisp
|
||||
story-gen-book-appearance21= lavish
|
||||
story-gen-book-appearance22= tattered
|
||||
story-gen-book-appearance23= polished
|
||||
story-gen-book-appearance24= embossed
|
||||
story-gen-book-appearance25= mismatched
|
||||
story-gen-book-appearance26= gilded
|
||||
story-gen-book-appearance27= strange
|
||||
|
||||
story-gen-book-character1 = clown
|
||||
story-gen-book-character2 = mime
|
||||
story-gen-book-character3 = reporter
|
||||
story-gen-book-character4 = butcher
|
||||
story-gen-book-character5 = bartender
|
||||
story-gen-book-character6 = janitor
|
||||
story-gen-book-character7 = engineer
|
||||
story-gen-book-character8 = scientist
|
||||
story-gen-book-character9 = guard
|
||||
story-gen-book-character10 = doctor
|
||||
story-gen-book-character11 = chemist
|
||||
story-gen-book-character12 = prisoner
|
||||
story-gen-book-character13 = researcher
|
||||
story-gen-book-character14 = trader
|
||||
story-gen-book-character15 = captain
|
||||
story-gen-book-character16 = lizard
|
||||
story-gen-book-character17 = moth
|
||||
story-gen-book-character18 = diona
|
||||
story-gen-book-character19 = cat-girl
|
||||
story-gen-book-character20 = cat
|
||||
story-gen-book-character21 = corgi
|
||||
story-gen-book-character22 = dog
|
||||
story-gen-book-character23 = opossum
|
||||
story-gen-book-character24 = sloth
|
||||
story-gen-book-character25 = syndicate agent
|
||||
story-gen-book-character26 = revenant
|
||||
story-gen-book-character27 = rat king
|
||||
story-gen-book-character28 = ninja
|
||||
story-gen-book-character29 = space dragon
|
||||
story-gen-book-character30 = revolutionary
|
||||
story-gen-book-character31 = nuclear operative
|
||||
story-gen-book-character32 = narsie cultist
|
||||
story-gen-book-character33 = ratwar cultist
|
||||
story-gen-book-character34 = greytider
|
||||
story-gen-book-character35 = arachnid
|
||||
story-gen-book-character36 = vox
|
||||
story-gen-book-character37 = dwarf
|
||||
story-gen-book-character38 = thief
|
||||
story-gen-book-character39 = wizard
|
||||
story-gen-book-character40 = slime
|
||||
|
||||
story-gen-book-character-trait1 = stupid
|
||||
story-gen-book-character-trait2 = smart
|
||||
story-gen-book-character-trait3 = funny
|
||||
story-gen-book-character-trait4 = attractive
|
||||
story-gen-book-character-trait5 = charming
|
||||
story-gen-book-character-trait6 = nasty
|
||||
story-gen-book-character-trait7 = dying
|
||||
story-gen-book-character-trait8 = old
|
||||
story-gen-book-character-trait9 = young
|
||||
story-gen-book-character-trait10 = rich
|
||||
story-gen-book-character-trait11 = poor
|
||||
story-gen-book-character-trait12 = popular
|
||||
story-gen-book-character-trait13 = absent-minded
|
||||
story-gen-book-character-trait14 = stern
|
||||
story-gen-book-character-trait15 = сharismatic
|
||||
story-gen-book-character-trait16 = stoic
|
||||
story-gen-book-character-trait17 = cute
|
||||
story-gen-book-character-trait18 = dwarven
|
||||
story-gen-book-character-trait19 = beer-smelling
|
||||
story-gen-book-character-trait20 = joyful
|
||||
story-gen-book-character-trait21 = painfully beautiful
|
||||
story-gen-book-character-trait22 = robotic
|
||||
story-gen-book-character-trait23 = holographic
|
||||
story-gen-book-character-trait24 = hysterically laughing
|
||||
|
||||
story-gen-book-event1 = a zombie outbreak
|
||||
story-gen-book-event2 = a nuclear explosion
|
||||
story-gen-book-event3 = a mass murder
|
||||
story-gen-book-event4 = a sudden depressurization
|
||||
story-gen-book-event5 = a blackout
|
||||
story-gen-book-event6 = the starvation of the protagonists
|
||||
story-gen-book-event7 = a wasting illness
|
||||
story-gen-book-event8 = love at first sight
|
||||
story-gen-book-event9 = a rush of inspiration
|
||||
story-gen-book-event10 = the occurrence of some mystical phenomena
|
||||
story-gen-book-event11 = divine intervention
|
||||
story-gen-book-event12 = the characters' own selfish motives
|
||||
story-gen-book-event13 = an unforeseen deception
|
||||
story-gen-book-event14 = the resurrection of one of these characters from the dead
|
||||
story-gen-book-event15 = the terrible torture of the protagonist
|
||||
story-gen-book-event16 = the inadvertent loosing of a gravitational singularity
|
||||
story-gen-book-event17 = a psychic prediction of future events
|
||||
story-gen-book-event18 = an antimatter explosion
|
||||
story-gen-book-event19 = a chance meeting with a cat-girl
|
||||
story-gen-book-event20 = drinking far too much alcohol
|
||||
story-gen-book-event21 = eating way too much pizza
|
||||
story-gen-book-event22 = having a quarrel with a close friend
|
||||
story-gen-book-event23 = the sudden loss of their home in a fiery blaze
|
||||
story-gen-book-event24 = the loss of a PDA
|
||||
|
||||
story-gen-book-action1 = share in a kiss with a
|
||||
story-gen-book-action2 = strangle to death a
|
||||
story-gen-book-action3 = manage to blow apart a
|
||||
story-gen-book-action4 = manage to win a game of chess against a
|
||||
story-gen-book-action5 = narrowly lose a game of chess against a
|
||||
story-gen-book-action6 = reveal the hidden secrets of a
|
||||
story-gen-book-action7 = manipulate a
|
||||
story-gen-book-action8 = sacrifice upon an altar a
|
||||
story-gen-book-action9 = attend the wedding of a
|
||||
story-gen-book-action10 = join forces to defeat their common enemy, a
|
||||
story-gen-book-action11 = are forced to work together to escape a
|
||||
story-gen-book-action12 = give a valuable gift to
|
||||
|
||||
story-gen-book-action-trait1 = terribly
|
||||
story-gen-book-action-trait2 = disgustingly
|
||||
story-gen-book-action-trait3 = marvelously
|
||||
story-gen-book-action-trait4 = nicely
|
||||
story-gen-book-action-trait5 = weirdly
|
||||
story-gen-book-action-trait6 = amusingly
|
||||
story-gen-book-action-trait7 = fancifully
|
||||
story-gen-book-action-trait8 = impressively
|
||||
story-gen-book-action-trait9 = irresponsibly
|
||||
story-gen-book-action-trait10 = severely
|
||||
story-gen-book-action-trait11 = ruthlessly
|
||||
story-gen-book-action-trait12 = playfully
|
||||
story-gen-book-action-trait13 = thoughtfully
|
||||
|
||||
story-gen-book-location1 = in an underground complex
|
||||
story-gen-book-location2 = while on an expedition
|
||||
story-gen-book-location3 = while trapped in outer space
|
||||
story-gen-book-location4 = while in a news office
|
||||
story-gen-book-location5 = in a hidden garden
|
||||
story-gen-book-location6 = in the kitchen of a local restaurant
|
||||
story-gen-book-location7 = under the counter of the local sports bar
|
||||
story-gen-book-location8 = in an ancient library
|
||||
story-gen-book-location9 = while deep in bowels of the space station's maintenance corridors
|
||||
story-gen-book-location10 = on the bridge of a starship
|
||||
story-gen-book-location11 = while in a grungy public bathroom
|
||||
story-gen-book-location12 = while trapped inside a crate
|
||||
story-gen-book-location13 = while stuck inside a locker
|
||||
story-gen-book-location14 = while stationed on Barratry
|
||||
story-gen-book-location15 = while in the hall of rustic church
|
||||
story-gen-book-location16 = while in a crematorium
|
||||
story-gen-book-location17 = standing too close to an anomaly
|
||||
story-gen-book-location18 = while huddling on the evacuation shuttle
|
||||
story-gen-book-location19 = standing in freshly fallen snow
|
||||
story-gen-book-location20 = lost in the woods
|
||||
story-gen-book-location21 = iin the harsh desert
|
||||
story-gen-book-location22 = worrying about their social media networks
|
||||
story-gen-book-location23 = atop of a mountain
|
||||
story-gen-book-location24 = while driving a car
|
||||
story-gen-book-location25 = in an escape pod
|
||||
story-gen-book-location26 = while abroad in a fictional country
|
||||
story-gen-book-location27 = clinging to the wing of an inflight airplane
|
||||
story-gen-book-location28 = inside a pocket dimension
|
||||
story-gen-book-location29 = onboard a Wizard Federation shuttle
|
||||
story-gen-book-location30 = standing atop of a mountain of corpses
|
||||
story-gen-book-location31 = while psychically projected into their subconscious
|
||||
story-gen-book-location32 = while trapped in a shadow dimension
|
||||
story-gen-book-location33 = while trying to escape a destroyed space station
|
||||
story-gen-book-location34 = while sandwiched between a Tesla ball and a gravitational singularity
|
||||
|
||||
story-gen-book-element1 = The plot
|
||||
story-gen-book-element2 = The twist
|
||||
story-gen-book-element3 = The climax
|
||||
story-gen-book-element4 = The final act
|
||||
story-gen-book-element5 = The ending
|
||||
story-gen-book-element6 = The moral of the story
|
||||
story-gen-book-element7 = The theme of this work
|
||||
story-gen-book-element8 = The literary style
|
||||
story-gen-book-element9 = The illustrations
|
||||
|
||||
story-gen-book-element-trait1 = terrifying
|
||||
story-gen-book-element-trait2 = disgusting
|
||||
story-gen-book-element-trait3 = wonderful
|
||||
story-gen-book-element-trait4 = cute
|
||||
story-gen-book-element-trait5 = boring
|
||||
story-gen-book-element-trait6 = strange
|
||||
story-gen-book-element-trait7 = amusing
|
||||
story-gen-book-element-trait8 = whimsical
|
||||
story-gen-book-element-trait9 = impressive
|
||||
story-gen-book-element-trait10 = interesting
|
||||
story-gen-book-element-trait11 = inadequate
|
||||
story-gen-book-element-trait12 = sad
|
||||
story-gen-book-element-trait13 = rather depressing
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,18 +1,47 @@
|
||||
|
||||
### UI
|
||||
|
||||
# Shown when an RCD is examined in details range
|
||||
rcd-component-examine-detail = It's currently on {$mode} mode.
|
||||
rcd-component-examine-mode-details = It's currently set to '{$mode}' mode.
|
||||
rcd-component-examine-build-details = It's currently set to build {MAKEPLURAL($name)}.
|
||||
|
||||
|
||||
### Interaction Messages
|
||||
|
||||
# Shown when changing RCD Mode
|
||||
rcd-component-change-mode = The RCD is now set to {$mode} mode.
|
||||
# Mode change
|
||||
rcd-component-change-mode = The RCD is now set to '{$mode}' mode.
|
||||
rcd-component-change-build-mode = The RCD is now set to build {MAKEPLURAL($name)}.
|
||||
|
||||
rcd-component-no-ammo-message = The RCD is out of ammo!
|
||||
rcd-component-tile-obstructed-message = That tile is obstructed!
|
||||
rcd-component-tile-indestructible-message = That tile can't be destroyed!
|
||||
# Ammo count
|
||||
rcd-component-no-ammo-message = The RCD has run out of charges!
|
||||
rcd-component-insufficient-ammo-message = The RCD doesn't have enough charges left!
|
||||
|
||||
# Deconstruction
|
||||
rcd-component-tile-indestructible-message = That tile can't be destructed!
|
||||
rcd-component-deconstruct-target-not-on-whitelist-message = You can't deconstruct that!
|
||||
rcd-component-cannot-build-floor-tile-not-empty-message = You can only build a floor in space or on plating!
|
||||
rcd-component-cannot-build-wall-tile-not-empty-message = You cannot build a wall on space!
|
||||
rcd-component-cannot-build-airlock-tile-not-empty-message = Cannot build an airlock on space!
|
||||
rcd-component-nothing-to-deconstruct-message = There's nothing to deconstruct!
|
||||
rcd-component-tile-obstructed-message = You can't deconstruct tiles when there's something on top of them!
|
||||
|
||||
# Construction
|
||||
rcd-component-no-valid-grid = You're too far into open space to build here!
|
||||
rcd-component-must-build-on-empty-tile-message = A foundation already exists here!
|
||||
rcd-component-cannot-build-on-empty-tile-message = You can't build that without a foundation!
|
||||
rcd-component-must-build-on-subfloor-message = You can only build that on exposed subfloor!
|
||||
rcd-component-cannot-build-on-subfloor-message = You can't build that on exposed subfloor!
|
||||
rcd-component-cannot-build-on-occupied-tile-message = You can't build here, the space is already occupied!
|
||||
rcd-component-cannot-build-identical-tile = That tile already exists there!
|
||||
|
||||
|
||||
### Category names
|
||||
|
||||
rcd-component-walls-and-flooring = Walls and flooring
|
||||
rcd-component-windows-and-grilles = Windows and grilles
|
||||
rcd-component-airlocks = Airlocks
|
||||
rcd-component-electrical = Electrical
|
||||
rcd-component-lighting = Lighting
|
||||
|
||||
|
||||
### Prototype names (note: constructable items will be puralized)
|
||||
|
||||
rcd-component-deconstruct = deconstruct
|
||||
rcd-component-floor-steel = steel tile
|
||||
rcd-component-plating = hull plate
|
||||
|
||||
@@ -7,6 +7,9 @@ reagent-desc-insect-blood = Okay, this is really gross. It almost looks.. alive?
|
||||
reagent-name-slime = slime
|
||||
reagent-desc-slime = You thought this was gradient blood at first, but you were mistaken.
|
||||
|
||||
reagent-name-sap = sap
|
||||
reagent-desc-sap = Sticky, sweet tree blood.
|
||||
|
||||
reagent-name-hemocyanin-blood = blue blood
|
||||
reagent-desc-hemocyanin-blood = Contains copper as opposed to iron which gives it a distinct blue color.
|
||||
|
||||
|
||||
@@ -82,6 +82,9 @@ reagent-desc-atomic-bomb = Nuclear proliferation never tasted so good.
|
||||
reagent-name-b52 = b-52
|
||||
reagent-desc-b52 = Coffee, irish cream, and cognac. You will get bombed.
|
||||
|
||||
reagent-name-blue-hawaiian = blue hawaiian
|
||||
reagent-desc-blue-hawaiian = Aloha! Does that mean hello or goodbye?
|
||||
|
||||
reagent-name-bahama-mama = bahama mama
|
||||
reagent-desc-bahama-mama = Tropical cocktail.
|
||||
|
||||
@@ -106,6 +109,12 @@ reagent-desc-booger = Ewww...
|
||||
reagent-name-brave-bull = brave bull
|
||||
reagent-desc-brave-bull = It's just as effective as Dutch-Courage!
|
||||
|
||||
reagent-name-coconut-rum = coconut rum
|
||||
reagent-desc-coconut-rum = Rum with coconut for that tropical feel.
|
||||
|
||||
reagent-name-cosmopolitan = cosmopolitan
|
||||
reagent-desc-cosmopolitan = Even in the worst situations, nothing beats a fresh cosmopolitan.
|
||||
|
||||
reagent-name-cuba-libre = cuba libre
|
||||
reagent-desc-cuba-libre = Rum, mixed with cola. Viva la revolucion.
|
||||
|
||||
@@ -190,9 +199,15 @@ reagent-desc-moonshine = Artisanal homemade liquor. What could go wrong?
|
||||
reagent-name-neurotoxin = neurotoxin
|
||||
reagent-desc-neurotoxin = A strong neurotoxin that puts the subject into a death-like state.
|
||||
|
||||
reagent-name-painkiller = painkiller
|
||||
reagent-desc-painkiller = A cure for what ails you.
|
||||
|
||||
reagent-name-patron = patron
|
||||
reagent-desc-patron = Tequila with silver in it, a favorite of alcoholic women in the club scene.
|
||||
|
||||
reagent-name-pina-colada = piña colada
|
||||
reagent-desc-pina-colada = For getting lost in the rain.
|
||||
|
||||
reagent-name-red-mead = red mead
|
||||
reagent-desc-red-mead = The true Viking's drink! Even though it has a strange red color.
|
||||
|
||||
|
||||
@@ -4,6 +4,12 @@ reagent-desc-coffee = A drink made from brewed coffee beans. Contains a moderate
|
||||
reagent-name-cream = cream
|
||||
reagent-desc-cream = The fatty, still liquid part of milk. Why don't you mix this with sum scotch, eh?
|
||||
|
||||
reagent-name-coconut-water = coconut water
|
||||
reagent-desc-coconut-water = A favorite of survivors on deserted islands.
|
||||
|
||||
reagent-name-cream-of-coconut = cream of coconut
|
||||
reagent-desc-cream-of-coconut = Sweet, syrupy version of coconut cream with added sugar.
|
||||
|
||||
reagent-name-cafe-latte = cafe latte
|
||||
reagent-desc-cafe-latte = A nice, strong and tasty beverage while you are reading.
|
||||
|
||||
@@ -17,7 +23,7 @@ reagent-name-iced-coffee = iced coffee
|
||||
reagent-desc-iced-coffee = Coffee and ice, refreshing and cool.
|
||||
|
||||
reagent-name-iced-green-tea = iced green tea
|
||||
reagent-desc-iced-green-tea = cold green tea.
|
||||
reagent-desc-iced-green-tea = Cold green tea.
|
||||
|
||||
reagent-name-iced-tea = iced tea
|
||||
reagent-desc-iced-tea = No relation to a certain rap artist/actor.
|
||||
@@ -25,6 +31,9 @@ reagent-desc-iced-tea = No relation to a certain rap artist/actor.
|
||||
reagent-name-lemonade = lemonade
|
||||
reagent-desc-lemonade = Drink using lemon juice, water, and a sweetener such as cane sugar or honey.
|
||||
|
||||
reagent-name-arnold-palmer = arnold palmer
|
||||
reagent-desc-arnold-palmer = Now watch this drive.
|
||||
|
||||
reagent-name-milk = milk
|
||||
reagent-desc-milk = An opaque white liquid produced by the mammary glands of mammals.
|
||||
|
||||
@@ -86,4 +95,4 @@ reagent-name-white-gilgamesh = white gilgamesh
|
||||
reagent-desc-white-gilgamesh = A sickening mixture of milk and beer. Makes you feel like you're made of wood.
|
||||
|
||||
reagent-name-mopwata = mopwata
|
||||
reagent-desc-mopwata = Dirty, stagnant mop water.
|
||||
reagent-desc-mopwata = Dirty, stagnant mop water.
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
reagent-name-cola = cola
|
||||
reagent-desc-cola = A sweet, carbonated soft drink. Caffeine free.
|
||||
|
||||
reagent-name-shirley-temple = shirley temple
|
||||
reagent-desc-shirley-temple = A favorite amongst younger members of the crew.
|
||||
|
||||
reagent-name-changeling-sting = changeling sting
|
||||
reagent-desc-changeling-sting = You take a tiny sip and feel a burning sensation...
|
||||
|
||||
@@ -28,6 +31,12 @@ reagent-desc-root-beer = A very sweet, carbonated drink reminiscent of sarsparil
|
||||
reagent-name-root-beer-float = root beer float
|
||||
reagent-desc-root-beer-float = Root beer, but now with ice cream on top. It truly is the magnum opus of Canadian summertime drinks.
|
||||
|
||||
reagent-name-sol-dry = sol dry
|
||||
reagent-desc-sol-dry = Sweet ginger soda from outer space!
|
||||
|
||||
reagent-name-roy-rogers = roy rogers
|
||||
reagent-desc-roy-rogers = Solid proof that there IS something known as too sweet.
|
||||
|
||||
reagent-name-space-mountain-wind = Space Mountain Wind
|
||||
reagent-desc-space-mountain-wind = Blows right through you like a space wind.
|
||||
|
||||
|
||||
@@ -39,3 +39,6 @@ reagent-desc-soysauce = A salty soy-based flavoring.
|
||||
|
||||
reagent-name-table-salt = table salt
|
||||
reagent-desc-table-salt = Commonly known as salt, Sodium Chloride is often used to season food or kill borers instantly.
|
||||
|
||||
reagent-name-syrup = syrup
|
||||
reagent-desc-syrup = Delicious syrup made from tree sap, somehow stickier than glue.
|
||||
|
||||
@@ -47,3 +47,4 @@ shell-argument-number-invalid = Argument {$index} must be a valid number!
|
||||
|
||||
# Hints
|
||||
shell-argument-username-hint = <username>
|
||||
shell-argument-username-optional-hint = [username]
|
||||
|
||||
@@ -117,3 +117,6 @@ chatsan-replacement-42 = of course
|
||||
|
||||
chatsan-word-43 = ig
|
||||
chatsan-replacement-43 = i guess
|
||||
|
||||
chatsan-word-44 = tbf
|
||||
chatsan-replacement-44 = to be fair
|
||||
|
||||
@@ -5,6 +5,7 @@ comp-secret-stash-action-hide-success = You hide { THE($item) } in { $this }
|
||||
comp-secret-stash-action-hide-container-not-empty = There's already something in here?!
|
||||
comp-secret-stash-action-hide-item-too-big = { THE($item) } is too big to fit in {$stash}!
|
||||
comp-secret-stash-action-get-item-found-something = There was something inside {$stash}!
|
||||
comp-secret-stash-on-examine-found-hidden-item = There is something hidden inside.
|
||||
|
||||
secret-stash-part-plant = the plant
|
||||
secret-stash-part-toilet = the toilet cistern
|
||||
|
||||
@@ -6,3 +6,5 @@ store-ui-traitor-flavor = Copyright (C) NT -30643
|
||||
store-ui-traitor-warning = Operatives must lock their uplinks after use to avoid detection.
|
||||
|
||||
store-withdraw-button-ui = Withdraw {$currency}
|
||||
|
||||
store-not-account-owner = This {$store} is not bound to you!
|
||||
|
||||
@@ -7,3 +7,5 @@ toilet-component-suicide-message-others = {CAPITALIZE(THE($victim))} bashes them
|
||||
toilet-component-suicide-message = You bash yourself with {THE($owner)}!
|
||||
toilet-seat-close = Close Seat
|
||||
toilet-seat-open = Open Seat
|
||||
|
||||
plunger-unblock = You unblock the {THE($target)}!
|
||||
|
||||
@@ -33,5 +33,8 @@ trait-frontal-lisp-desc = You thpeak with a lithp
|
||||
trait-socialanxiety-name = Social Anxiety
|
||||
trait-socialanxiety-desc = You are anxious when you speak and stutter.
|
||||
|
||||
trait-southern-name = Southern Drawl
|
||||
trait-southern-desc = You have a different way of speakin'.
|
||||
|
||||
trait-snoring-name = Snoring
|
||||
trait-snoring-desc = You will snore while sleeping.
|
||||
|
||||
3
Resources/Locale/en-US/ui/general.ftl
Normal file
3
Resources/Locale/en-US/ui/general.ftl
Normal file
@@ -0,0 +1,3 @@
|
||||
### Loc for the various UI-related verbs
|
||||
ui-verb-toggle-open = Toggle UI
|
||||
verb-instrument-openui = Play Music
|
||||
Reference in New Issue
Block a user