Project

General

Profile

Feature #1114 » 0074-classic-Migrate-from-ui_name_xxx-to-actions-sections.patch

Marko Lindqvist, 11/15/2024 06:50 PM

View differences:

data/classic/actions.ruleset
; Will performing this action always consume the actor unit?
found_city_consuming_always = TRUE
; What each action should be called when showing them to the player.
; The first %s should be before the mnemonic of the action. A Freeciv client
; that supports mnemonics will replace it with the in-band signal that marks
; the following character as a mnemonic in its graphical toolkit.
; The second %s marks where extra details should be inserted.
; /* TRANS: _Poison City (3% chance of success). */
ui_name_poison_city_escape = _("%sPoison City%s")
; /* TRANS: _Sabotage Enemy Unit (3% chance of success). */
ui_name_sabotage_unit_escape = _("%sSabotage Enemy Unit%s")
; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
; /* TRANS: _Sabotage City (3% chance of success). */
ui_name_sabotage_city = _("%sSabotage City%s")
; /* TRANS: _Sabotage City Escape (3% chance of success). */
ui_name_sabotage_city_escape = _("%sSabotage City Escape%s")
; /* TRANS: Industrial _Sabotage (3% chance of success). */
ui_name_targeted_sabotage_city_escape = _("Industrial %sSabotage%s")
; /* TRANS: Industrial _Sabotage Production (3% chance of success). */
ui_name_sabotage_city_production_escape = _("Industrial %sSabotage Production%s")
; /* TRANS: Incite a _Revolt (3% chance of success). */
ui_name_incite_city = _("Incite a %sRevolt%s")
; /* TRANS: Incite a _Revolt and Escape (3% chance of success). */
ui_name_incite_city_escape = _("Incite a Re%svolt and Escape%s")
; /* TRANS: Establish _Embassy (100% chance of success). */
ui_name_establish_embassy = _("Establish %sEmbassy%s")
; /* TRANS: Becom_e Ambassador (100% chance of success). */
ui_name_establish_embassy_stay = _("Becom%se Ambassador%s")
; /* TRANS: Steal _Technology (3% chance of success). */
ui_name_steal_tech = _("Steal %sTechnology%s")
; /* TRANS: Steal _Technology and Escape (3% chance of success). */
ui_name_steal_tech_escape = _("Steal %sTechnology and Escape%s")
; /* TRANS: Indus_trial Espionage (3% chance of success). */
ui_name_targeted_steal_tech_escape = _("Indus%strial Espionage%s")
; /* TRANS: _Investigate City (100% chance of success). */
ui_name_investigate_city = _("%sInvestigate City%s")
; /* TRANS: _Investigate City (spends the unit) (100% chance of success). */
ui_name_investigate_city_spend_unit = _("%sInvestigate City (spends the unit)%s")
; /* TRANS: Establish Trade _Route (100% chance of success). */
ui_name_establish_trade_route = _("Establish Trade %sRoute%s")
; /* TRANS: Sell _Goods (100% chance of success). */
ui_name_enter_marketplace = _("Sell %sGoods%s")
; /* TRANS: Help _build Wonder (100% chance of success). */
ui_name_help_wonder = _("Help %sbuild Wonder%s")
; /* TRANS: Dis_band recovering production (100% chance of success). */
ui_name_disband_unit_recover = _("Dis%sband recovering production%s")
; /* TRANS: Dis_band without recovering production (100% chance of success). */
ui_name_disband_unit = _("Dis%sband without recovering production%s")
; /* TRANS: _Build City (100% chance of success). */
ui_name_found_city = _("%sBuild City%s")
; /* TRANS: _Add to City (100% chance of success). */
ui_name_join_city = _("%sAdd to City%s")
; /* TRANS: Explode _Nuclear In Place (100% chance of success). */
ui_name_explode_nuclear = _("Explode %sNuclear In Place%s")
; /* TRANS: _Nuke City (100% chance of success). */
ui_name_nuke_city = _("%sNuke City%s")
; /* TRANS: _Nuke Units (100% chance of success). */
ui_name_nuke_units = _("%sNuke Units%s")
; /* TRANS: Set _Home City (100% chance of success). */
ui_name_home_city = _("Set %sHome City%s")
; /* TRANS: _Upgrade Unit (100% chance of success). */
ui_name_upgrade_unit = _("%sUpgrade Unit%s")
; /* TRANS: Drop _Paratrooper (100% chance of success). */
ui_name_paradrop_unit_enter = _("Drop %sParatrooper%s")
; /* TRANS: _Paradrop to Contested Landing (100% chance of success). */
ui_name_paradrop_unit_enter_conquer = _("%sParadrop to Contested Landing%s")
; /* TRANS: _Airlift to City (100% chance of success). */
ui_name_airlift_unit = _("%sAirlift to City%s")
; /* TRANS: _Attack (100% chance of success). */
ui_name_attack = _("%sAttack%s")
; /* TRANS: _Explode Missile (100% chance of success). */
ui_name_suicide_attack = _("%sExplode Missile%s")
; /* TRANS: _Conquer City (100% chance of success). */
ui_name_conquer_city_shrink = _("%sConquer City%s")
; /* TRANS: _Conquer City from non native (100% chance of success). */
ui_name_conquer_city_shrink_2 = _("%sConquer City from non native%s")
; /* TRANS: _Conquer Fortress (100% chance of success). */
ui_name_conquer_extras = _("%sConquer Fortress%s")
; /* TRANS: _Conquer Fortress from non native (100% chance of success). */
ui_name_conquer_extras_2 = _("%sConquer Fortress from non native%s")
; /* TRANS: _Transform Terrain (3% chance of success). */
ui_name_transform_terrain = _("%sTransform Terrain%s")
; /* TRANS: Transform by _Cultivating (3% chance of success). */
ui_name_cultivate = _("Transform by %sCultivating%s")
; /* TRANS: Transform by _Planting (3% chance of success). */
ui_name_plant = _("Transform by %sPlanting%s")
; /* TRANS: Pilla_ge (100% chance of success). */
ui_name_pillage = _("Pilla%sge%s")
; /* TRANS: Clean (100% chance of success). */
ui_name_clean = _("%sClean%s")
; /* TRANS: _Fortify (100% chance of success). */
ui_name_fortify = _("%sFortify%s")
; /* TRANS: Build _Road (100% chance of success). */
ui_name_build_road = _("Build %sRoad%s")
; /* TRANS: _Build Base (100% chance of success). */
ui_name_build_base = _("%sBuild Base%s")
; /* TRANS: Build _Mine (100% chance of success). */
ui_name_build_mine = _("Build %sMine%s")
; /* TRANS: Build _Irrigation (100% chance of success). */
ui_name_irrigate = _("Build %sIrrigation%s")
; /* TRANS: _Deboard (100% chance of success). */
ui_name_transport_deboard = _("%sDeboard%s")
; /* TRANS: _Board (100% chance of success). */
ui_name_transport_board = _("%sBoard%s")
; /* TRANS: _Unload (100% chance of success). */
ui_name_transport_unload = _("%sUnload%s")
; /* TRANS: _Disembark (100% chance of success). */
ui_name_transport_disembark = _("%sDisembark%s")
; /* TRANS: _Disembark from non native (100% chance of success). */
ui_name_transport_disembark_2 = _("%sDisembark from non native%s")
; /* TRANS: _Embark (100% chance of success). */
ui_name_transport_embark = _("%sEmbark%s")
; /* TRANS: Eliminate _Spy (100% chance of success). */
ui_name_spy_attack = _("Eliminate %sSpy%s")
; /* TRANS: Enter _Hut (100% chance of success). */
ui_name_enter_hut = _("Enter %sHut%s")
; /* TRANS: Enter _Hut from non native (100% chance of success). */
ui_name_enter_hut_2 = _("Enter %sHut from non native%s")
; /* TRANS: Frighten _Hut (100% chance of success). */
ui_name_frighten_hut = _("Frighten %sHut%s")
; /* TRANS: Frighten _Hut from non native (100% chance of success). */
ui_name_frighten_hut_2 = _("Frighten %sHut from non native%s")
; /* TRANS: Regular _Move (100% chance of success). */
ui_name_unit_move = _("%sKeep moving%s")
; Blank ruleset defined user actions.
; See the section "Ruleset defined actions" in doc/README.actions
; Example: set up "User Action 1"
......
;
; */ <-- avoid gettext warnings
;[action_placeholder]
[action_poison_city]
action="Poison City Escape"
ui_name="%sPoison City%s"
[action_sabotage_city_escape]
action="Sabotage City Escape"
ui_name="%sSabotage City Escape%s"
[action_industrial_sabotage]
action="Targeted Sabotage City Escape"
ui_name="Industrial %sSabotage%s"
[action_industrial_sabotage_production]
action="Sabotage City Production Escape"
ui_name="Industrial %sSabotage Production%s"
[action_industrial_espionage]
action="Targeted Steal Tech Escape Expected"
ui_name="Indus%strial Espionage%s"
[action_incite_a_revolt]
action="Incite City"
ui_name="Incite a %sRevolt%s"
[action_sell_goods]
action="Enter Marketplace"
ui_name="Sell %sGoods%s"
[action_bribe_enemy_unit]
action="Bribe Unit"
ui_name="%sBribe Enemy Unit%s"
[action_sabotage_enemy_unit]
action="Sabotage Unit Escape"
ui_name="%sSabotage Enemy Unit%s"
[action_build_city]
action="Found City"
ui_name="%sBuild City%s"
[action_add_to_city]
action="Join City"
ui_name="%sAdd to City%s"
[action_explode_nuclear_in_place]
action="Explode Nuclear"
ui_name="Explode %sNuclear In Place%s"
[action_explode_missile]
action="Suicide Attack"
ui_name="%sExplode Missile%s"
[action_disembark_from_non_native]
action="Transport Disembark 2"
ui_name="%sDisembark from non native%s"
[action_eliminate_spy]
action="Spy Attack"
ui_name="Eliminate %sSpy%s"
[action_conquer_fortress]
action="Conquer Extras"
ui_name="%sConquer Fortress%s"
[action_conquer_fortress_from_non_native]
action="Conquer Extras 2"
ui_name="%sConquer Fortress from non native%s"
[action_enter_hut_from_non_native]
action="Enter Hut 2"
ui_name="Enter %sHut from non native%s"
[action_frighten_hut_from_non_native]
action="Frighten Hut 2"
ui_name="Frighten %sHut from non native%s"
[action_paradrop_to_contested_landing]
action="Paradrop Unit Enter Conquer"
ui_name="%sParadrop to Contested Landing%s"
[action_keep_moving]
action="Unit Move"
ui_name="%sKeep moving%s"
; /* <-- avoid gettext warnings
;
(1-1/2)