%%% GEARHEAD UTF8 TEXT MESSAGES %%%

% gearhead.pas
GEARHEAD.PAS_CREATE_CHARACTER           <Create Character>
GEARHEAD.PAS_LOAD_RPG_CAMPAIGN          <Load RPG Campaign>
GEARHEAD.PAS_START_RPG_CAMPAIGN         <Start RPG Campaign>
GEARHEAD.PAS_LOAD_ARENA_CAMPAIGN        <Load Arena Campaign>
GEARHEAD.PAS_START_ARENA_CAMPAIGN       <New Arena Campaign>
GEARHEAD.PAS_VIEW_DESIGN_FILES          <View Design Files>
GEARHEAD.PAS_VIEW_COLOR_SELECTOR        <View Color Selector>
GEARHEAD.PAS_VIEW_SERIES_FILES          <View Series Files>
GEARHEAD.PAS_QUIT_GAME                  <Quit Game>
GEARHEAD.PAS_DesignDirBrowser_Exit      <  [Exit]>
GEARHEAD.PAS_SeriesDirBrowser_Exit      <  [Exit]>
GEARHEAD.PAS_ERROR_Main_game_directories_not_found <ERROR: Main game directories not found. Please check installation of the game.>
%
GEARHEAD.PAS_Select_character_file      <Select character file.>
%
GEARHEAD.PAS_Do_you_overwrite?          <A campaign file has already existed. Do you overwrite?>
GEARHEAD.PAS_Cancel                     <  [Cancel]>
GEARHEAD.PAS_Overwrite                  <  Overwrite>

% cosplay2.pas
COSPLAY2.PAS_BROWSE_PORTRAITS           <Browse Portraits>
COSPLAY2.PAS_BROWSE_MECHA               <Browse Mecha>
COSPLAY2.PAS_BROWSE_MONSTERS            <Browse Monsters>
COSPLAY2.PAS_BROWSE_ALL                 <Browse All>

% navigate.pp RestoreCampaign(), gh2arena.pp RestoreArenaCampaign()
RestoreCampaign_Select_campaign_file_to_load    <Select campaign file to load.>
%
% navigate.pp Navigator()
Navigator_Hit_SpaceBar                  <*** The Game Is Over *** Hit SpaceBar>


% ability.pp ExpandCharacter()
EXPAND_Head                             <Head>
EXPAND_Body                             <Body>
EXPAND_RightArm                         <Right Arm>
EXPAND_RightHand                        <Right Hand>
EXPAND_LeftArm                          <Left Arm>
EXPAND_LeftHand                         <Left Hand>
EXPAND_RightLeg                         <Right Leg>
EXPAND_LeftLeg                          <Left Leg>

% aibrain.pp ShiftGears()
SHIFTGEARS_SUCCESS                      <You switch to #.>
SHIFTGEARS_IN_SPACE                     <Because you are in a space, you don't change other movement mode.>
SHIFTGEARS_BLOCKED                      <Because a course is occupied, you don't change other movement mode.>
SHIFTGEARS_FAILED                       <No other movement mode is available.>
%
% aibrain.pp NPC_Flirtation()
%	#1 : PilotName( NPC )
%	#2 : PilotName( TARGET )
NPC_Flirtation_Good                     <#1 is having a good time with #2.>
%	#1 : PilotName( NPC )
%	#2 : PilotName( TARGET )
NPC_Flirtation_Okay                     <#1 goes to see #2.>
%	#1 : PilotName( NPC )
%	#2 : PilotName( TARGET )
NPC_Flirtation_Bad                      <#2 asks #1 to go away.>
%
% aibrain.pp NPC_Chatting()
%	#1 : PilotName( NPC )
%	#2 : SelectRandomSAtt( Rumors )^.info
NPC_Chatting_Good                       <[#1]: #2>
%	#1 : PilotName( NPC )
%	#2 : PilotName( TARGET )
NPC_Chatting_Okay                       <#1 chats with #2.>

% arenacfe.pp StatusEffectCheck -> effects.pp PAG_CauseDamage() ?
%	#1 : PilotName( TMaster ) ?
%	#2 : BStr( DR.DamageDone ) ?
StatusEffectCheck_Status_FXDesc1        <#1 is hurt by poison! #2 damage.>
StatusEffectCheck_Status_FXDesc2        <#1 is on fire! #2 damage.>
StatusEffectCheck_Status_FXDesc3        <**BUG** : REGEN : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc4        <**BUG** : STONE : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc5        <**BUG** : HAYWIRE : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc6        <**BUG** : Inhuman Visage : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc7        <**BUG** : Twitchy Hands : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc8        <**BUG** : Depression : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc9        <**BUG** : Rejection : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc10       <**BUG** : Body Aches : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc11       <**BUG** : Anemia : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc12       <**BUG** : Irrational Anger : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc13       <**BUG** : Neural Lag : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc14       <**BUG** : Major Neural Failure : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc15       <**BUG** : Cerebrospinal Shock : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc16       <**BUG** : Toxic Leakage : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc17       <#1 suffers cyberware malfunction! #2 damage.>
StatusEffectCheck_Status_FXDesc18       <**BUG** : RUST : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc19       <**BUG** : STUN : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc20       <**BUG** : SICKNESS : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc21       <**BUG** : Half-Blinded : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc22       <**BUG** : Spinal Injury : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc23       <**BUG** : Torn Ligaments : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc24       <**BUG** : Crushed Bones : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc25       <**BUG** : Heart Injury : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc26       <**BUG** : ENRAGE : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc27       <**BUG** : FLUMMOX : #1 : #2 damage.>
StatusEffectCheck_Status_FXDesc28       <#1's body is breaking apart! #2 damage.>
StatusEffectCheck_Status_FXDesc29       <**BUG** : BLIND : #1 : #2 damage.>
%
% arenacfe.pp ResolveAfterEffects -> effects.pp PAG_CauseDamage() ?
%	#1 : PilotName( TMaster ) ?
%	#2 : BStr( DR.DamageDone ) ?
ResolveAfterEffects_FXDESC_CRASH        <#1 has crashed! #2 damage.>
ResolveAfterEffects_FXDESC_FALL         <#1 has fallen! #2 damage.>

% arenaplay.pp CombatMain() TacticsMain() -> effects.pp PAG_CauseDamage()
%	#1 : PilotName( TMaster )
%	#2 : BStr( DR.DamageDone )
CombatMain_ENVIRO_VACUUM                <#1 chokes for #2 damage!>
%
% arenaplay.pp PreparePCForces()
%	#1 : GearName( PCT )
%	#2 : GearName( PCMek )
PreparePCForces_PrepPCF_InvalidMecha    <#1 can't pilot #2 here.>
%
% arenaplay.pp DoPillaging()
DoPillaging_Plundering_Is_Prohibited    <In this map, plundering is prohibited.>
%
% arenaplay.pp DelinkJJang()
DelinkJJang_Not_Inv_Map                 <This map is not a InvMap.>
DelinkJJang_Not_Salvaged                <In this map, salvage is not admitted.>
DelinkJJang_Not_Safe_Area               <This map is not a safe area.>
DelinkJJang_You_Plundered               <You plundered.>
DelinkJJang_You_Can_Not_Plundered       <You can't plundered.>
%
% arenaplay.pp ProcessMovement()
ProcessMovement_has_left_this_area      <# has left this area.>

% arenascript.pp HandleAskAboutRumors()
%	#1 : MadLibString( RLI_List )
%	#2 : RUMOR <>
HandleAskAboutRumors_ExtractData_Series      <#1 #2>
%
% arenascript.pp RevealRumors()
%	#1 : PilotName( NPC )
%	#2 : msg
RevealRumors_#1_said_that_#2            <#1 said that #2>
%
% arenascript.pp BrowseMemoType()
BrowseMemoType_MEMO_Next                <Next Memo>
BrowseMemoType_MEMO_Prev                <Previous Memo>
BrowseMemoType_EMAIL_Next               <Next E-Mail>
BrowseMemoType_EMAIL_Prev               <Previous E-Mail>
BrowseMemoType_NEWS_Next                <Next NEWS>
BrowseMemoType_NEWS_Prev                <Previous NEWS>
BrowseMemoType_RUMEMO_Next              <Next Rumor>
BrowseMemoType_RUMEMO_Prev              <Previous Rumor>
%
% arenascript.pp PlotHintString()
%	#1 : GearName( I_NPC )
%	#2 : msg
PlotHintString_PLOT_HINT_MEMO           <#1 said "#2">
%
% arenascript.pp FormatMessageString()
FormatMessageString_SON                 <son>
FormatMessageString_DAUGHTER            <daughter>
FormatMessageString_CHILD               <child>
FormatMessageString_BROTHER             <brother>
FormatMessageString_SISTER              <sister>
FormatMessageString_RELATIVE            <relative>
%
% arenascript.pp ProcessVictory()
%	#1 : MsgString( 'SKILLNAME_' + BStr( T ) )
%	#2 : BStr( V )
ProcessVictory_HISTORY_Skills           <#1     +#2>
%	#1 : PersonalityTraitDesc( T , V )
%	#2 : BStr( Abs( V ) )
ProcessVictory_HISTORY_Traits           <You are #1. (#2%)>
%	#1 : PCRankName( GB , Nil )
%	#2 : GearName( Fac )
ProcessVictory_HISTORY_Faction          <You were promoted to #1 in #2.>
%
% arenascript.pp ProcessSalvage()
ProcessSalvage_You_Salvaged             <You salvaged.>
%
% arenascript.pp ProcessTrainNPC()
%	#1 : GearName( NPC )
%	#2 : MsgString( 'SKILLNAME_' + BStr( Choices[ N ] ) ) or MsgString( 'TALENT' + BStr( Abs( Choices[ N ] ) ) )
ProcessTrainNPC_TRAINNPC_BASIC          <#1 has learned #2.>
%	#1 : GearName( NPC )
%	#2 : MsgString( 'STATNAME_' + BStr( N ) )
ProcessTrainNPC_TRAINNPC_STATS          <#1 has improved #2.>
%
% arenascript.pp RemoveLancemate()
RemoveLancemate_Quit_Lance_self_aware_Robot_Go          <I'll be at # if you need me.>
RemoveLancemate_Quit_Lance_self_aware_Robot             <Alright. If you ever happen to need me again, I'll be waiting here.>
RemoveLancemate_Quit_Lance_non_awareness_Robot_Go       <(You ordered him/her to go to # and wait there.)>
RemoveLancemate_Quit_Lance_non_awareness_Robot          <(You ordered him/her to leave team and stay here.)>
RemoveLancemate_Quit_Lance_Animal_Go                    <(You ordered him/her to go to # and wait there.)>
RemoveLancemate_Quit_Lance_Animal                       <(You ordered him/her to leave team and stay here.)>
RemoveLancemate_Quit_Lance_Go                           <I'll be at # if you need me.>
RemoveLancemate_Quit_Lance                              <Alright. If you ever happen to need me again, I'll be waiting here.>
%
% arenascript.pp DoTalkingWithNPC()
%	# : Name
DoTalkingWithNPC_TooFar                 <You're too far away to talk.>
DoTalkingWithNPC_Talking_Start          <You strike up a conversation with #.>
DoTalkingWithNPC_RefuseHard             <The person doesn't want to talk to you.>
DoTalkingWithNPC_RefuseSoft             <# doesn't want to talk right now.>
DoTalkingWithNPC_NoReply                <No response!>
DoTalkingWithNPC_Not_found              <Not found!>

% backpack.pp MiscProcRedraw()
%	#1 : Key
%	#2 : Name of Menu 1
%	#3 : Name of Menu 2
BACKPACK_Directions                     <Press [#1] to switch between the #2 and #3 menus.>
BACKPACK_Directions_MenuA               <Inventory Menu>
BACKPACK_Directions_MenuB               <Storage>
BACKPACK_Directions_Inventory           <Inventory>
BACKPACK_Directions_Equipment           <Equipment>
BACKPACK_Directions_EquipItemTo         <Select a point equipped with the item.>
BACKPACK_Directions_InstallAmmoTo       <Select a point installing of the ammo.>
BACKPACK_Directions_TradeItem           <Select a point transfering of the item.>
BACKPACK_Directions_SelectSkill         <Select a skill to use for the item.>
BACKPACK_Directions_InstallSoftware     <Select a computer to install the software.>
BACKPACK_Directions_UninstallSoftware   <Select a software to uninstall from the computer.>
BACKPACK_Directions_SelectOperation     <Select a operation content.>
%
% backpack.pp PCTradeItems()
PCTradeItems_no_inventory_items         <[no inventory items]>
PCTradeItems_TransferAll                <[Transfer All]>
%	# : GearName()
PCTradeItems_YouCannotTransferIt        <You cannot transfer #.>
%
% 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 Check_WeaponsNeedHand()
%	# : Part
Check_WeaponsNeedHand_KEIKOKU           <Caution: You have equipped a weapon "#" that needs a free hand to support it to prevent a targetting penalty.>
%
% backpack.pp EquipItemFrontend()
EquipItemFrontend_TooHeavy              <This weapon is too heavy for you to use without a targetting penalty.>
EquipItemFrontend_NoFreeHand_TooHeavy   <This weapon needs a free hand to support it to prevent a targetting penalty.>
EquipItemFrontend_NeedHand              <You will need a free hand to support it to prevent a targetting penalty.>
%
% backpack.pp InstallFrontend()
%	# : Item
InstallFrontend_cannot_install          <[cannot install #]>
%
% backpack.pp InstallAmmoFrontend()
%	# : Item
InstallAmmoFrontend_no_weapon           <[no weapon for #]>
%	#1 : Gun
%	#2 : Item
InstallAmmoFrontend_You_load            <You load #2 into #1.>
%
% backpack.pp InstallFrontend()
%	# : Item
InstallFrontend_cannot_install          <[cannot install #]>
%
% backpack.pp InstallSoftware()
%	# : Item
InstallSoftware_no_computer             <[no computer for #]>
%
% backpack.pp ThisItemWasSelected()
%	# : GearName(Item)
BACKPACK_Install                        <Install #>
BACKPACK_Remove                         <Remove #>
ThisItemWasSelected_DropAll             <[Drop All]>
ThisItemWasSelected_TransferAll         <[Transfer All]>
ThisItemWasSelected_YouCannotDropIt     <You cannot drop it.>
ThisItemWasSelected_YouCannotTransferIt <You cannot transfer it.>
%	# : BVTypeName[ WeaponBVSetting( Item ) ]
ThisItemWasSelected_BV                  <Burst Value: #>
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 DropAllFrontEnd() , DropEqpAllFrontEnd()
DropAllFrontEnd_Cancel                  <[Cancel]>
DropAllFrontEnd_OK                      <[OK]>
%
% backpack.pp TradeAllFrontend()
%	# : GearName()
TradeAllFrontend_ItemTraded             <# has been transfered.>
TradeAllFrontend_NotTraded              <# can't be transfered to that destination.>
%
% backpack.pp MechaPartEditor()
MechaPartEditor_Exit_Editor     <Exit Editor>
%
% backpack.pp MechaPartBrowser()
MechaPartBrowser_Exit_Browser   <Exit Browser>
MechaPartBrowser_Install        <Paid Install>
MechaPartBrowser_Remove         <Paid Remove>
MechaPartBrowser_Exit           <[Exit]>
MechaPartBrowser_Cost           <Need $#1 . (You have $#2 .)>
MechaPartBrowser_Yes            <Yes.>
MechaPartBrowser_No             <No.>
MechaPartBrowser_Canceled       <Canceled.>
%
% backpack.pp BrowseDesignFile()
BrowseDesignFile_Cancel         <  [Cancel]>
%
% backpack.pp EatItem()
%	#1 : GearName( TruePC )
%	#2 : GearName( Item )
EatItem_BACKPACK_YouAreEating           <#1 consumes the #2.>
%
% backpack.pp UseSkillOnItem()
%	#1 : MsgString( 'SKILLNAME_' + BStr( T ) )
%	#2 : GearName( Item )
UseSkillOnItem_BACKPACK_ClueSkillPrompt <Use #1 on #2>
%
% backpack.pp AddRepairOptions()
%	# : MsgString( 'SkillName_' + BStr( Skill ) )
AddRepairOptions_Repair                 <Use #.>
%
% backpack.pp DoFieldRepair()
%	#1 : PilotName( PC )
%	#2 : MsgString( 'SkillName_' + BStr( Skill ) )
%	#3 : GearName( Item )
DoFieldRepair_PCREPAIR_UseSkill         <You use #2 on #3.>
DoFieldRepair_NPCREPAIR_UseSkill        <#1 uses #2 on #3.>
%
% backpack.pp DoFieldRepair()
%	# : GearName( Item )
DoFieldRepair_STATUS_Remove_Mecha       <#'s detrimental effect has gone.>
DoFieldRepair_STATUS_Remove             <# feels much better.>
%
% backpack.pp SelectVisibleItem()
SelectVisibleItem_PickUpAll             <[Pick Up All]>
%
% backpack.pp PCGetItem()
PCGetItem_No_item_found                 <No item found.>

% chargen.pp SelectColors()
SelectColors_RANDCHAR_SelectColorsDesc  <Select the colors and click the OK.>
%
% chargen.pp AllocateSkillPoints()
AllocateSkillPoints_RANDCHAR_ASPPrompt  <#1 points; #2 slots>
%
% chargen.pp GenerateFamilyHistory()
GenerateFamilyHistory_SON               <son>
GenerateFamilyHistory_DAUGHTER          <daughter>
GenerateFamilyHistory_CHILD             <child>

% description.pp JobAgeGenderDesc()
%	#1 : BStr( NAttValue( NPC^.NA , NAG_CharDescription , NAS_DAge ) + 20 )
%	#2 : UTF8_Name( 'GenderName', BStr( NAttValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) ) )
%	#3 : UTF8_Name( 'JOB', LowerCase( SAttValue( NPC^.SA , 'JOB' ) ) )
%	#4 : MsgString( 'RELATIONSHIP_' + BStr( R ) )
JobAgeGenderDesc_                       <#1 year old #2 #4.>
%
% description.pp ComputerDescription()
%	#1 : BStr( Part^.V )
%	#2 : BStr( ZG - SWZG )
%	#3 : BStr( ZG )
ComputerDescription_Computer_Desc       <Class #1 Computer; #2/#3 ZeG Free>
%
% description.pp MechaDescription
MechaDescription_ENV                    <ENV:>

% effects.pp ReloadAmmo()
%	#1 : User
%	#2 : Weapon
%	#3 : Ammo
ReloadAmmo_Ammo_loaded                  <#1 load #3 into #2.>
%
% effects.pp AttemptDefenses()
AttemptDefenses_Ready                   <Ready>
AttemptDefenses_Misfire                 <Misfire>
AttemptDefenses_Success                 <Successed>
AttemptDefenses_Fail                    <Failed>
%	# : Status
AttemptDefenses_DR_Dodge                <Dodge... # .>
AttemptDefenses_DR_Acrobatics           <Acrobatics... # .>
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... # .>
%	#1 : Status
AttemptDefenses_Dodge                   <Dodge, # .>
AttemptDefenses_Acrobatics              <Acrobatics, # .>
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 PAG_RemoveStatusEffect()
%	# : GearName( Item )
PAG_RemoveStatusEffect_STATUS_Remove_Mech       <#'s detrimental effect has gone.>
PAG_RemoveStatusEffect_STATUS_Remove            <# feels much better.>
%
% effects.pp PAG_Healing()
%	#1 : GearName( Target )
%	#2 : point
PAG_Healing_healing_announce            <#1 has been restored #2 damage.>
%
% effects.pp DoAttack()
%	#1 : PilotName( FindRoot( Attacker ) )
%	#2 : ER.AttackName or GearName( Attacker )
DoAttack_XFiresY                        <#1 fires #2.>
DoAttack_XattackswithY                  <#1 attacks with #2.>
%
% effects.pp DoCharge()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Target )
DoCharge_XchargesY                      <#1 charges #2.>
%
% effects.pp PAG_CauseDamage()
%	#1 : PilotName( TMaster )
%	#2 : BStr( NumberOfHits )
%	#3 : BStr( DR.DamageDone )
PAG_CauseDamage_#ishitfor#damage        <#1 is hit for #3 damage.>
PAG_CauseDamage_#ishit#timesfor#damage  <#1 is hit #2 times for #3 damage.>
%	# : GearName( Part )
PAG_CauseDamage_#ammoexplosion          <# is Exploding>
%	# : GearName( Part )
PAG_CauseDamage_#CriticalEngineFailure  <#'s engine exploded.>

% ghguard.pp ArmorName()
%	#1 : BStr( Part^.V )
%	#2 : MsgString( 'MODULENAME_'+BStr( Part^.S ) )
ArmorName_ArmorName                     <Class #1 #2 Armor>

% ghprop.pp RandomBuildingName()
GHPROP_RBN_FORM_1                       <%a %b>
GHPROP_RBN_FORM_2                       <%n %b>
GHPROP_RBN_FORM_3                       <%n %a %b>
GHPROP_RBN_Adjective_1                  <National>
GHPROP_RBN_Adjective_2                  <Green>
GHPROP_RBN_Adjective_3                  <New>
GHPROP_RBN_Adjective_4                  <Central>
GHPROP_RBN_Adjective_5                  <Star>
GHPROP_RBN_Ordinal_1                    <First>
GHPROP_RBN_Ordinal_2                    <Second>
GHPROP_RBN_Ordinal_3                    <Third>
GHPROP_RBN_Ordinal_4                    <Fourth>
GHPROP_RBN_Ordinal_5                    <Fifth>

% 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>

% menugear.pp BuildInventoryMenu
BuildInventoryMenu_CannotBeSold         < [Unsellable]>
BuildInventoryMenu_CannotBeDropped      < [NoDrop]>
BuildInventoryMenu_CannotBeTransfered   < [NoTransfer]>
BuildSiblingMenu_CannotBeTransfered     < [NoTransfer]>
%
% menugear.pp SwapMenu()
SwapMenu_Exit                           <    [Exit]>
SwapMenu_Cancel                         <    [Cancel]>

% minigame.pp DoConcert()
DoConcert_Emotion_Song                  <Emotion Song>
DoConcert_Beat_Song                     <Beat Song>
DoConcert_Melody_Song                   <Melody Song>

% mpbuilder.pp ComponentMenuRedraw()
ComponentMenuRedraw_Select              <Select the next component in the core story.>

% pcaction.pp SetPlayOptions()
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_NonLethal_Attacks_Off    <NonLethal Attacks: Off>
SetPlayOptions_NonLethal_Attacks_On     <NonLethal Attacks: On>
SetPlayOptions_Quick_Redraw_Enable      <Disable Quick Redraw>
SetPlayOptions_Quick_Redraw_Disable     <Enable Quick Redraw>
SetPlayOptions_Mini-Map_Enable          <Disable Mini-Map>
SetPlayOptions_Mini-Map_Disable         <Enable Mini-Map>
SetPlayOptions_Walls_are_Full_Height    <Walls are Full Height>
SetPlayOptions_Walls_are_Short          <Walls are Short>
SetPlayOptions_Isometric                <Switch to Perspective>
SetPlayOptions_Perspective              <Switch to Isometric>
SetPlayOptions_Disable_Name_Display     <Disable Name Display>
SetPlayOptions_Enable_Name_Display      <Enable Name Display>
SetPlayOptions_Exit                     <  Exit Prefrences>
%
% pcaction.pp DoPlayerAttack()
%	# : Key
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 GameOptionMenu()
GameOptionMenu_Inventory                <Inventory>
GameOptionMenu_Get_Item                 <Get Item>
GameOptionMenu_Enter_Location           <Enter Location>
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_UseSystem               <UseSystem>
MenuPlayerInput_Weapons_Menu            <Weapons Menu>
MenuPlayerInput_Info_Menu               <Info Menu>
MenuPlayerInput_Options_Menu            <Options Menu>
MenuPlayerInput_Search                  <Search>
%
% pcaction.pp AutoTraining()
%	#1 : GearName( NPC )
%	#2 : MsgString( 'SKILLNAME_' + BStr( T ) )
AutoTraining_AUTOTRAIN_LEARN            <#1 has improved #2.>
%	#1 : GearName( NPC )
%	#2 : GearName( M )
AutoTraining_AUTOTRAIN_EVOLVE           <#1 has mutated into #2!>
%
% pcaction.pp FHQ_Disassemble()
%	# : Name
FHQ_Disassemble_Check                   <Are you sure you want to disassemble # ?>
FHQ_Disassemble_Validation              <Oh gosh, are you SOOO SURE to disassemble # , the self-aware being?>
FHQ_Disassemble_Yes                     <Yes.>
FHQ_Disassemble_No                      <No.>
FHQ_Disassemble_Canceled                <Canceled.>
%
% pcaction.pp PCTelephone()
%	# : Name
PCTelephone_Cancel                      <You cancelled your call.>
PCTelephone_UnknownName                 <You do not know #.>
PCTelephone_UnknownAddress              <You do not know #'s phone number.>
PCTelephone_NotFound                    <No person named # can be found in the local dialing area.>
%
% pcaction.pp DoPCRepair()
%	# : SkillName
DoPCRepair_Which_Direction              <Use # skill in which direction?>
%
% pcaction.pp PickPockets()
%	#1 : BStr( Cash )
%	#2 : GearName( M )
PickPockets_PICKPOCKET_CASH+ITEM        <You steal $#1 and a #2.>
%
% pcaction.pp AimThatAttack()
AimThatAttack_Attack_cancelled          <Attack cancelled.>
%
% pcaction.pp DoEjection()
%	#1 : GearName( Pilot )
%	#2 : GearName( Mek )
DoEjection_ejects                       <#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 GetPlayerInput()
%       # : time
GetPlayerInput_time_left                <# seconds jump time left.>
%
% pcaction.pp PCSaveCampaign() , PCSaveCampaign_for_Trace()
%	# : Name
PCSaveCampaign_Aborted                  <Save( # ) was canceled due to protected mode by plot deadend.>

% playwright.pp PrepareNewComponent()
PrepareNewComponent_PLOT_DEADEND        <The save functionality has been disabled due to the plot deadend error. Please reload the savedata and try the 'choice' for the next chapter again. If the same choice keeps giving the error, try other ones. Sorry for the inconvenience.>

% randmaps.pp AddDoor()
%	# : Door name
RANDMAPS_DoorSign                       <Door of #>
RANDMAPS_DoorSign_I18N                  <Door of #>
%
% randmaps.pp AddNameplate()
%	# : name
RANDMAPS_Nameplate                      <#>
RANDMAPS_Nameplate_I18N                 <#>

% robotics.pp BuildRobot()
%	#1 : GearName( Robot )
%	#2 : MsgString( 'SKILLNAME_' + BStr( Robot_Skill[ t ] ) )
BuildRobot_BUILD_ROBOT_SKILL            <#1 knows #2.>

% services.pp PurchaseGearMenu()
%	#1 : GearName()
%	#2 : Cost
PurchaseGearMenu_BuyPrompt1             <I can give you this #1 for $#2. What do you say, do we have a deal?>
PurchaseGearMenu_BuyPrompt2             <This #1 can be yours for the low price of $#2.>
PurchaseGearMenu_BuyPrompt3             <The price for this #1 is $#2. You won't find it cheaper anywhere else.>
PurchaseGearMenu_BuyPrompt4             <I see you're looking at the #1. It's a very good deal at only $#2.>
PurchaseGearMenu_Buy                    <Buy #1 ($#2)>
PurchaseGearMenu_Search_Again           <Search Again>
%
% services.pp SellGear()
%	#1 : GearName()
%	#2 : Cost
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 $#2 for that #1 you have.>
SellGear_Sell                           <Sell #1 ($#2)>
SellGear_Maybe_Later                    <Maybe later>
SellGear_SELL_YOUHAVESOLD               <You have sold #1 for $#2.>
%
SellGear_YouCannotSellIt                <You cannot sell it.>
SellGear_ItHasAPilotAssigned            <You cannot sell it while it has a pilot assigned.>
SellStuff_SellAll                       <[Sell All]>
%
% services.pp ThisMechaWasSelected()
%	# : GearName(Mek)
SERVICES_Sell                           <Sell #>
%
% services.pp OpenShop()
OpenShop_Browse_Wares                   <Browse Wares>
OpenShop_Exit_Shop                      <Exit Shop>

% specialsys.pp DoTransformation()
%	#1 : PilotName( Mek )
%	#2 : MsgString( 'FORMNAME_' + BStr( Mek^.S ) )
DoTransformation_TRANSFORM_Announce     <#1 transforms to #2 mode.>

% targetui.pp WeaponDisplay()
WeaponDisplay_KeyMap_ChangeWeapon       <[#] Change Weapon>
WeaponDisplay_KeyMap_CalledShot         <[#] Called Shot: >
WeaponDisplay_KeyMap_CalledShot_On      <On>
WeaponDisplay_KeyMap_CalledShot_Off     <Off>
WeaponDisplay_KeyMap_BurstValue         <[#] Burst Value: >
WeaponDisplay_KeyMap_SwitchTarget       <[#] Switch Target>
WeaponDisplay_KeyMap_ExamineTarget      <[#] Examine Target>
%
% targetui.pp DisplayTileInfo()
DisplayTileInfo_OffTheMap               <Off The Map>
DisplayTileInfo_UNKNOWN                 <UNKNOWN>
%
% targetui.pp CreateTileMechaMenu()
CreateTileMechaMenu_stripped            < (stripped>
CreateTileMechaMenu_gutted              < (gutted>
CreateTileMechaMenu_flayed              < (flayed>
CreateTileMechaMenu_X                   < (X>
CreateTileMechaMenu_looted              <, looted)>
CreateTileMechaMenu_                    <)>
%
% targetui.pp TrueLooker()
TrueLookerConfirm_Cancel                <  [Cancel]>
TrueLookerConfirm_OK                    <  [Blast Attack]>

% training.pp DoTraining()
%	#1 : GearName( PC )
%	#2 : MsgString( 'SKILLNAME_' + BStr( Sk^.S ) )
DoTraining_TRAINING_Improved            <#1 has improved #2.>
DoTraining_TRAINING_Learned             <#1 has learned #2.>
%
% training.pp DoTraitChatter()
DoTraitChatter_GetNewSkill_Cancel       <  [Cancel]>
DoTraitChatter_GetNewTalent_Cancel      <  [Cancel]>
DoTraitChatter_ReviewTalents_Exit       <  [Exit]>
DoTraitChatter_ReviewCyberware_Exit     <  [Exit]>


% conmap.pp, sdlmap.pp TimeString()
%	#1 : day
%	#2 : hour
%	#3 : minute
%	#4 : second
TIMESTRING                      <#2:#3:#4, day #1>
%
% sdlmenus.pp, vidmenus.pp RPMSearchForwardKey()
RPMSearchForwardKey_SearchForward       <Enter an Item Name to Search Forward>
RPMSearchBackwardKey_SearchBackward     <Enter an Item Name to Search Backward>
%
% sdlgfx.pp, MoreText()
MoreText_Prompt <  [UP] to go up, [DOWN] to go down, [ESC] to exit>

% sdlinfo.pp CharacterHPSPMP()
CharacterHPSPMP_HP              <HP:>
CharacterHPSPMP_SP              <SP:>
CharacterHPSPMP_MP              <MP:>
CharacterHPSPMP_Enc             <Enc:>
CharacterHPSPMP_PV              <PV:>
%
% sdlinfo.pp MechaMVTRSE()
MechaMVTRSE_MV                  <MV:>
MechaMVTRSE_TR                  <TR:>
MechaMVTRSE_SE                  <SE:>
MechaMVTRSE_Enc                 <Enc:>
MechaMVTRSE_PV                  <PV:>
%
% sdlinfo.pp DisplaySpeedo()
%	#1 : Movement Mode
%	#2 : Move Order
%	#3 : Speed(dpr)
DisplaySpeedo_dpr               <#1:#2:#3dpr  >
%
% sdlinfo.pp LFGI_ForItems()
%	# : GearCurrentDamage()
LFGI_ForItems_Damage            <Damage: #>
%	# : GearCurrentArmor()
LFGI_ForItems_Armor             <Armor: #>
%	# : MassString()
LFGI_ForItems_Mass              <Mass: #>
%
% sdlinfo.pp LFGI_ForMecha()
%	# : PercentDamaged()
LFGI_ForMecha_Damaged           <#%>
%	# : GearValue()
LFGI_ForMecha_PV                <PV: #>
%	#1 : CurM
%	#2 : MaxM
LFGI_ForMecha_Enc               <Enc: #1/#2>
%	# : MechaManeuver()
LFGI_ForMecha_MV                <MV: #>
%	# : MechaTargeting()
LFGI_ForMecha_TR                <TR: #>
%	# : MechaSensorRating()
LFGI_ForMecha_SE                <SE: #>
%
% sdlinfo.pp LFGI_ForCharacters()
LFGI_ForCharacters_HP           <HP:>
LFGI_ForCharacters_St           <SP:>
LFGI_ForCharacters_Me           <MP:>
LFGI_ForCharacters_Enc          <Enc:>
%	# : PercentDamaged()
LFGI_ForCharacters_Damaged      <#%>

%%% [ End of File ] %%%
