Feature #1143 ยป 0032-civ1-Migrate-from-ui_name_xxx-to-actions-sections.patch
data/civ1/actions.ruleset | ||
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; Will performing this action always consume the actor unit?
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found_city_consuming_always = TRUE
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; What each action should be called when showing them to the player.
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; The first %s should be before the mnemonic of the action. A Freeciv client
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; that supports mnemonics will replace it with the in-band signal that marks
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; the following character as a mnemonic in its graphical toolkit.
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; The second %s marks where extra details should be inserted.
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; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
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ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
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; /* TRANS: _Sabotage City (3% chance of success). */
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ui_name_sabotage_city = _("%sSabotage City%s")
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; /* TRANS: Incite a _Revolt (3% chance of success). */
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ui_name_incite_city = _("Incite a %sRevolt%s")
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; /* TRANS: Becom_e Ambassador (100% chance of success). */
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ui_name_establish_embassy_stay = _("Becom%se Ambassador%s")
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; /* TRANS: Steal _Technology (3% chance of success). */
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ui_name_steal_tech = _("Steal %sTechnology%s")
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; /* TRANS: _Investigate City (spends the unit) (100% chance of success). */
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ui_name_investigate_city_spend_unit = _("%sInvestigate City (spends the unit)%s")
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; /* TRANS: Establish Trade _Route (100% chance of success). */
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ui_name_establish_trade_route = _("Establish Trade %sRoute%s")
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; /* TRANS: Enter _Marketplace (100% chance of success). */
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ui_name_enter_marketplace = _("Enter %sMarketplace%s")
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; /* TRANS: Help _build Wonder (100% chance of success). */
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ui_name_help_wonder = _("Help %sbuild Wonder%s")
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; /* TRANS: Dis_band recovering production (100% chance of success). */
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ui_name_disband_unit_recover = _("Dis%sband recovering production%s")
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; /* TRANS: Dis_band without recovering production (100% chance of success). */
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ui_name_disband_unit = _("Dis%sband without recovering production%s")
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; /* TRANS: _Build City (100% chance of success). */
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ui_name_found_city = _("%sBuild City%s")
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; /* TRANS: _Add to City (100% chance of success). */
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ui_name_join_city = _("%sAdd to City%s")
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; /* TRANS: Explode _Nuclear In Place (100% chance of success). */
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ui_name_explode_nuclear = _("Explode %sNuclear In Place%s")
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; /* TRANS: _Nuke City (100% chance of success). */
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ui_name_nuke_city = _("%sNuke City%s")
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; /* TRANS: _Nuke Units (100% chance of success). */
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ui_name_nuke_units = _("%sNuke Units%s")
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; /* TRANS: Set _Home City (100% chance of success). */
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ui_name_home_city = _("Set %sHome City%s")
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; /* TRANS: _Attack (100% chance of success). */
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ui_name_attack = _("%sAttack%s")
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; /* TRANS: _Explode Missile (100% chance of success). */
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ui_name_suicide_attack = _("%sExplode Missile%s")
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; /* TRANS: _Conquer City (100% chance of success). */
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ui_name_conquer_city_shrink = _("%sConquer City%s")
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; /* TRANS: _Transform Terrain (3% chance of success). */
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ui_name_transform_terrain = _("%sTransform Terrain%s")
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; /* TRANS: Transform by _Cultivating (3% chance of success). */
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ui_name_cultivate = _("Transform by %sCultivating%s")
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; /* TRANS: Transform by _Planting (3% chance of success). */
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ui_name_plant = _("Transform by %sPlanting%s")
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; /* TRANS: Pilla_ge (100% chance of success). */
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ui_name_pillage = _("Pilla%sge%s")
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; /* TRANS: Clean (100% chance of success). */
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ui_name_clean = _("Clean %sPollution%s")
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; /* TRANS: _Fortify (100% chance of success). */
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ui_name_fortify = _("%sFortify%s")
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; /* TRANS: Build _Road (100% chance of success). */
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ui_name_build_road = _("Build %sRoad%s")
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; /* TRANS: _Build Base (100% chance of success). */
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ui_name_build_base = _("%sBuild Base%s")
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; /* TRANS: Build _Mine (100% chance of success). */
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ui_name_build_mine = _("Build %sMine%s")
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; /* TRANS: Build _Irrigation (100% chance of success). */
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ui_name_irrigate = _("Build %sIrrigation%s")
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; /* TRANS: _Deboard (100% chance of success). */
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ui_name_transport_deboard = _("%sDeboard%s")
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; /* TRANS: _Board (100% chance of success). */
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ui_name_transport_board = _("%sBoard%s")
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; /* TRANS: _Unload (100% chance of success). */
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ui_name_transport_unload = _("%sUnload%s")
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; /* TRANS: _Disembark (100% chance of success). */
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ui_name_transport_disembark = _("%sDisembark%s")
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; /* TRANS: _Embark (100% chance of success). */
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ui_name_transport_embark = _("%sEmbark%s")
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; /* TRANS: Enter _Hut (100% chance of success). */
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ui_name_enter_hut = _("Enter %sHut%s")
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; /* TRANS: Enter _Hut from transport (100% chance of success). */
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ui_name_enter_hut_2 = _("Enter %sHut from transport%s")
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; /* TRANS: Regular _Move (100% chance of success). */
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ui_name_unit_move = _("%sKeep moving%s")
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; Blank ruleset defined user actions.
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; See the section "Ruleset defined actions" in doc/README.actions
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; Example: set up "User Action 1"
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;ui_name_user_action_1 = _("%sDisrupt Supply Lines%s")
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;user_action_1_target_kind = "Unit"
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;user_action_1_min_range = 1
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;user_action_1_max_range = 3
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... | ... | |
;
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; */ <-- avoid gettext warnings
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;[action_placeholder]
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[action_incite_a_revolt]
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action = "Incite City"
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ui_name = _("Incite a %sRevolt%s")
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[action_bribe_enemy_unit]
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action = "Bribe Unit"
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ui_name = _("%sBribe Enemy Unit%s")
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[action_build_city]
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action = "Found City"
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ui_name = _("%sBuild City%s")
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[action_add_to_city]
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action = "Join City"
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ui_name = _("%sAdd to City%s")
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[action_explode_nuclear_in_place]
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action = "Explode Nuclear"
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ui_name = _("Explode %sNuclear In Place%s")
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[action_explode_missile]
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action = "Suicide Attack"
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ui_name = _("%sExplode Missile%s")
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[action_enter_hut_from_transport]
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action = "Enter Hut 2"
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ui_name = _("Enter %sHut from transport%s")
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[action_keep_moving]
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action = "Unit Move"
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ui_name = _("%sKeep moving%s")
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[action_clean_pollution]
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action = "Clean"
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ui_name = _("Clean %sPollution%s")
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; /* <-- avoid gettext warnings
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