Feature #1137 ยป 0072-sandbox-Migrate-from-ui_name_xxx-to-actions-sections.patch
data/sandbox/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: _Cut Root (3% chance of success). */
|
||
ui_name_heal_unit_2 = _("%sCut Root%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: Steal _Map Fragments and Escape (3% chance of success). */
|
||
ui_name_steal_maps_escape = _("Steal %sMap Fragments and Escape%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: Enter _Marketplace (100% chance of success). */
|
||
ui_name_enter_marketplace = _("Enter %sMarketplace%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: _Capture Units (100% chance of success). */
|
||
ui_name_capture_units = _("%sCapture Units%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: _Bombard (100% chance of success). */
|
||
ui_name_bombard = _("%sBombard%s")
|
||
; /* TRANS: Destroy _City (100% chance of success). */
|
||
ui_name_destroy_city = _("Destroy %sCity%s")
|
||
; /* TRANS: _Nuke Target Tile (100% chance of success). */
|
||
ui_name_explode_nuclear = _("%sNuke Target Tile%s")
|
||
; /* TRANS: _Nuke (100% chance of success). */
|
||
ui_name_nuke_city = _("%sNuke%s")
|
||
; /* TRANS: Tactical _Nuke (100% chance of success). */
|
||
ui_name_nuke_units = _("Tactical %sNuke%s")
|
||
; /* TRANS: Set _Home City (100% chance of success). */
|
||
ui_name_home_city = _("Set %sHome City%s")
|
||
; /* TRANS: Make _Sacrifice of Work (100% chance of success). */
|
||
ui_name_homeless = _("Make %sSacrifice of Work%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: _Storm the Castle (100% chance of success). */
|
||
ui_name_conquer_extras = _("%sStorm the Castle%s")
|
||
; /* TRANS: _Storm the Castle from non native (100% chance of success). */
|
||
ui_name_conquer_extras_2 = _("%sStorm the Castle 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: Release _Plague (100% chance of success). */
|
||
ui_name_spread_plague = _("Release %sPlague%s")
|
||
spread_plague_actor_consuming_always = TRUE
|
||
; /* TRANS: _Repair (100% chance of success). */
|
||
ui_name_heal_unit = _("%sRepair%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")
|
||
; /* TRANS: _Wipe Defenders (100% chance of success). */
|
||
ui_name_wipe_units = _("%sWipe Defenders%s")
|
||
; /* TRANS: _Transfer Cargo (100% chance of success). */
|
||
ui_name_transport_load_2 = _("%sTransfer Cargo%s")
|
||
; /* TRANS: _Switch Transporter (100% chance of success). */
|
||
ui_name_transport_board_2 = _("%sSwitch Transporter%s")
|
||
; /* TRANS: _Switch Transporter (100% chance of success). */
|
||
ui_name_transport_embark_4 = _("%sSwitch Transporter%s")
|
||
; Blank ruleset defined user actions.
|
||
; See the section "Ruleset defined actions" in doc/README.actions
|
||
; /* TRANS: _Disrupt Supply Lines (100% chance of success). */
|
||
ui_name_user_action_1 = _("%sDisrupt Supply Lines%s")
|
||
user_action_1_target_kind = "Unit"
|
||
user_action_1_min_range = 1
|
||
user_action_1_max_range = 3
|
||
user_action_1_actor_consuming_always = FALSE
|
||
; /* TRANS: "Use Ancient Transportation Network"_ (100% chance of success). */
|
||
ui_name_user_action_2 = _("%sUse Ancient Transportation Network%s")
|
||
user_action_2_target_kind = "tiles"
|
||
user_action_2_min_range = 1
|
||
user_action_2_max_range = "unlimited"
|
||
... | ... | |
;
|
||
; */ <-- 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_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_steal_map_fragments_and_escape]
|
||
action = "Steal Maps Escape"
|
||
ui_name = "Steal %sMap Fragments and Escape%s"
|
||
[action_nuke_target_tile]
|
||
action = "Explode Nuclear"
|
||
ui_name = "%sNuke Target Tile%s"
|
||
[action_nuke]
|
||
action = "Nuke City"
|
||
ui_name = "%sNuke%s"
|
||
[action_tactical_nuke]
|
||
action = "Nuke Units"
|
||
ui_name = "Tactical %sNuke%s"
|
||
[action_make_sacrifice_of_work]
|
||
action = "Unit Make Homeless"
|
||
ui_name = "Make %sSacrifice of Work%s"
|
||
[action_explode_missile]
|
||
action = "Suicide Attack"
|
||
ui_name = "%sExplode Missile%s"
|
||
[action_bombard]
|
||
action = "Bombard"
|
||
ui_name = "%sBombard%s"
|
||
[action_switch_transporter]
|
||
action = "Transport Board 2"
|
||
ui_name = "%sSwitch Transporter%s"
|
||
[action_switch_transport]
|
||
action = "Transport Embark 4"
|
||
ui_name = "%sSwitch Transporter%s"
|
||
[action_disembark_from_non_native]
|
||
action = "Transport Disembark 2"
|
||
ui_name = "%sDisembark from non native%s"
|
||
[action_transfer_cargo]
|
||
action = "Transport Load 2"
|
||
ui_name = "%sTransfer Cargo%s"
|
||
[action_release_plague]
|
||
action = "Spread Plague"
|
||
ui_name = "Release %sPlague%s"
|
||
[action_eliminate_spy]
|
||
action = "Spy Attack"
|
||
ui_name = "Eliminate %sSpy%s"
|
||
[action_storm_the_castle]
|
||
action = "Conquer Extras"
|
||
ui_name = "%sStorm the Castle%s"
|
||
[action_storm_the_castle_from_non_native]
|
||
action = "Conquer Extras 2"
|
||
ui_name = "%sStorm the Castle 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_repair]
|
||
action = "Heal Unit"
|
||
ui_name = "%sRepair%s"
|
||
[action_cut_root]
|
||
action = "Heal Unit 2"
|
||
ui_name = "%sCut Root%s"
|
||
[action_paradrop_to_contested_landing]
|
||
action = "Paradrop Unit Enter Conquer"
|
||
ui_name = "%sParadrop to Contested Landing%s"
|
||
[action_wipe_defenders]
|
||
action = "Wipe Units"
|
||
ui_name = "%sWipe Defenders%s"
|
||
[action_keep_moving]
|
||
action = "Unit Move"
|
||
ui_name = "%sKeep moving%s"
|
||
[action_disrupt_supply_lines]
|
||
action = "User Action 1"
|
||
ui_name = "%sDisrupt Supply Lines%s"
|
||
[action_use_ancient_transportation_network]
|
||
action = "User Action 2"
|
||
ui_name = "%sUse Ancient Transportation Network%s"
|
||
; /* <-- avoid gettext warnings
|