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LANGUAGE
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LANGUAGE
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[enu default]
// Item Tags
TAG_2FCARTRIDGE = "Auto-Suture Cartridge";
TAG_AMMOPOUCH = "Ammo Pouch";
TAG_ASSAULTPACK = "Assault Pack";
TAG_FLARE = "Flare";
TAG_GLOWSTICK = "Glowstick";
TAG_GYROSTABILIZER = "Gyroscopic Stabilizer";
TAG_LLM = "Light/Laser module";
TAG_RESPIRATOR = "Emergency respirator";
TAG_SLING = "Weapon Sling";
// Pickup Messages
PICKUP_2FCARTRIDGE = "Picked up an auto-suture cartridge.";
PICKUP_AMMOPOUCH = "Picked up an ammo pouch!";
PICKUP_ASSAULTPACK = "Picked up an assault pack!";
PICKUP_FLARE = "Picked up a flare.";
PICKUP_GLOWSTICK = "Picked up a glowstick.";
PICKUP_GYROSTABILIZER = "Picked up a gyro stabilizer.";
PICKUP_LLM = "Picked up a combo laser/light module.";
PICKUP_RESPIRATOR = "Picked up an emergency respirator.";
PICKUP_SLING = "Picked up a weapon sling.";
// Ammo Pouch HUD
AMMOPOUCH_TOOFULL = "Your ammo pouch is too full.";
AMMOPOUCH_TOP = "\c[DarkBrown][] [] [] \c[Tan]Ammo Pouch\c[DarkBrown] [] [] []";
AMMOPOUCH_TOTALBULK = "Total Bulk: \cf";
AMMOPOUCH_NUMPOUCHES = " --- Pouches: \cf";
AMMOPOUCH_NOITEMS = "No items found.";
AMMOPOUCH_INBAG = "In pouch: ";
AMMOPOUCH_ONPERSON = "On person: ";
// Assault Pack HUD
ASSAULTPACK_TOOLARGE = "That item is too large!";
ASSAULTPACK_TOOFULL = "Your backpack is too full.";
// LLM HUD
LLM_TOP = "--- \coLaser / Flashlight\c- ---\n";
LLM_OFF = "\cmOff";
LLM_VISIBLE = "\ccVisible";
LLM_IRONLY = "\cuIR only";
LLM_FLASHING = "Flashing";
LLM_LIGHTMODE = "\cjLight Mode: ";
LLM_LASERMODE = "\cjLaser Mode: ";
LLM_LASERCOLOR = "\cjLaser Color: ";
LLM_ACTIVATED = "\cj=On=";
LLM_DEACTIVATED = "\cu=Off=";
// Respirator HUD
RESPIRATOR_FULL = "It is full.";
RESPIRATOR_EMPTY = "It is empty.";
RESPIRATOR_AMT_PREFIX = "It is at ";
RESPIRATOR_AMT_SUFFIX = " percent capacity";
// Looting Module
FISTWH_USE = " Crouch next to a body\n and hold to search.";
//-----------------
// Medical Module Language Lumps
//-----------------
// Item tags: Medical
TAG_SELFBANDAGE = "self bandage";
TAG_TRAUMAKIT = "Trauma Kit";
// Pickup Messages: Medical
PICKUP_TRK_REFILL = "\cgRefilled Trauma Kit supplies";
PICKUP_TRK = "Picked up a personal trauma kit.";
// UI: General wound info
// (note: %s is where the colour would be applied)
UI_WOUND_OPEN = "- The wound is %sopen";
UI_WOUND_PATCHED = "- The wound is %sopen\c- but \c[Yellow]patched";
UI_WOUND_SOMEWHATPATCHED = "- The wound is %sopen\c- but \c[Orange]somewhat patched";
UI_WOUND_SEALED = "- The wound is \c[Green]sealed";
UI_STABILITY_FINE = "- It feels %sfine";
UI_STABILITY_SOMEWHATFINE = "- It feels %ssomewhat fine";
UI_STABILITY_DECENT = "- It feels %sdecent";
UI_STABILITY_NOTTHATGREAT = "- It feels %snot that great";
UI_STABILITY_LESSHORRIBLE = "- It feels %sless horrible";
UI_STABILITY_HORRIBLE = "- It feels %shorrible";
// Wound Descriptions
UI_WOUND_DESCRIPTION_FORMAT = "%s %s, %s";
// Not implemented yet as I haven't figured out a non-disgusting way to implement this just yet. - [Ted]
// Neither have I. - [dastrukar]
UI_WOUND_SEVERITY_MINOR = "minor";
UI_WOUND_SEVERITY_SMALL = "small";
UI_WOUND_SEVERITY_SHALLOW = "shallow";
UI_WOUND_SEVERITY_SUPERFICIAL = "superficial";
UI_WOUND_SEVERITY_MODERATE = "moderate";
UI_WOUND_SEVERITY_MEDIUM = "medium";
UI_WOUND_SEVERITY_LARGE = "large";
UI_WOUND_SEVERITY_DEEP = "deep";
UI_WOUND_SEVERITY_SERIOUS = "serious";
UI_WOUND_SEVERITY_CRITICAL = "critical";
UI_WOUND_TYPE_INCISION = "incision";
UI_WOUND_TYPE_LACERATION = "laceration";
UI_WOUND_TYPE_PUNCTURE = "puncture";
UI_WOUND_TYPE_AVULSION = "avulsion";
UI_WOUND_TYPE_PENETRATION = "penetration";
UI_WOUND_BODYPART_CHEST = "chest";
UI_WOUND_BODYPART_ABDOMEN = "abdomen";
UI_WOUND_BODYPART_PELVIS = "pelvis";
UI_WOUND_BODYPART_UPPERBACK = "upper back";
UI_WOUND_BODYPART_LOWERBACK = "lower back";
UI_WOUND_BODYPART_LEFTSHOULDER = "left shoulder";
UI_WOUND_BODYPART_RIGHTSHOULDER = "right shoulder";
UI_WOUND_BODYPART_LEFTUPPERARM = "left upper arm";
UI_WOUND_BODYPART_RIGHTUPPERARM = "right upper arm";
UI_WOUND_BODYPART_LEFTFOREARM = "left forearm";
UI_WOUND_BODYPART_RIGHTFOREARM = "right forearm";
UI_WOUND_BODYPART_LEFTHIP = "left hip";
UI_WOUND_BODYPART_RIGHTHIP = "right hip";
UI_WOUND_BODYPART_LEFTTHIGH = "left thigh";
UI_WOUND_BODYPART_RIGHTTHIGH = "right thigh";
UI_WOUND_BODYPART_LEFTCALF = "left calf";
UI_WOUND_BODYPART_RIGHTCALF = "right calf";
UI_WOUND_BODYPART_LEFTSHIN = "left shin";
UI_WOUND_BODYPART_RIGHTSHIN = "right shin";
// UI: Status Colors
UI_STATUS_BLACK = "\cm";
UI_STATUS_DARKRED = "\cr";
UI_STATUS_BRICK = "\ca";
UI_STATUS_FIRE = "\cx";
UI_STATUS_ORANGE = "\ci";
UI_STATUS_YELLOW = "\ck";
UI_STATUS_DARKBROWN = "\cs";
UI_STATUS_DARKGREEN = "\cq";
UI_STATUS_GREEN = "\cd";
UI_STATUS_GREY = "\cd";
UI_STATUS_WHITE = "\cj";
// UI: Trauma Kit
UI_TRK_TITLE = "--- \cyTrauma Kit\c- ---";
UI_TRK_TREATING = "Treating \cg";
UI_TRK_NOTREATABLE = "No treatable wounds";
UI_TRK_RED = "\ca";
UI_TRK_DARKRED = "\cr";
UI_TRK_GREEN = "\cd";
UI_TRK_DARKGREEN = "\cq";
UI_TRK_SELECTED = " <";
UI_TRK_NOTSELECTED = "";
UI_TRK_TOPOVERFLOWDOTS = ". . .";
UI_TRK_BOTTOMOVERFLOWDOTS = ". . .";
UI_TRK_NOWOUNDSELECTED = "-No wounds selected-";
// (note: %s is where the colour would be applied)
UI_TRK_PAINKILLERS_NOTNUMBED = "- It is %snot numbed.";
UI_TRK_PAINKILLERS_NUMBED = "- It is %snumbed";
UI_TRK_PAINKILLERS_MOSTLYNUMBED = "- It is %smostly numbed";
UI_TRK_PAINKILLERS_SOMEWHATNUMBED = "- It is %ssomewhat numbed";
UI_TRK_DIRTINESS_CLEAN = "- It is %scompletely clean";
UI_TRK_DIRTINESS_FILTHY = "- It is %sfilthy";
UI_TRK_DIRTINESS_VERYDIRTY = "- It is %svery dirty";
UI_TRK_DIRTINESS_SOMEWHATDIRTY = "- It is %ssomewhat dirty";
UI_TRK_DIRTINESS_ABITDIRTY = "- It is %sa bit dirty";
UI_TRK_DIRTINESS_ALMOSTCLEAN = "- It is %salmost clean";
UI_TRK_DIRTINESS_ACCEPTABLYCLEAN = "- It is %sacceptably clean";
UI_TRK_OBSTRUCTIONS_NONE = "- There are %sno apparent obstructions";
UI_TRK_OBSTRUCTIONS_MANY = "- There are %smany obstructions";
UI_TRK_OBSTRUCTIONS_SEVERAL = "- There are %sseveral obstructions";
UI_TRK_OBSTRUCTIONS_AFEW = "- There are %sa few obstructions";
UI_TRK_OBSTRUCTIONS_SOME = "- There are %ssome obstructions";
UI_TRK_OBSTRUCTIONS_VERYFEW = "- There are %svery few obstructions";
UI_TRK_CAVITY_NODAMAGE = "- There is %sno treatable tissue damage";
UI_TRK_CAVITY_SEVEREDAMAGE = "- There is %ssevere tissue damage";
UI_TRK_CAVITY_SIGNIFICANTDAMAGE = "- There is %ssignificant tissue damage";
UI_TRK_CAVITY_MODERATEDAMAGE = "- There is %smoderate tissue damage";
UI_TRK_CAVITY_SOMEDAMAGE = "- There is %ssome tissue damage";
UI_TRK_CAVITY_LITTLEDAMAGE = "- There is %slittle tissue damage";
// this isn't used in the code afaik - [dastrukar]
UI_TRK_TOOLLIST_FORMATTING = "%s%s";
UI_TRK_TOOLLIST_WHITE = "\c[White]";
UI_TRK_TOOLLIST_DARKGREY = "\c[DarkGrey]";
UI_TRK_TOOLLIST_NEWLINE = "\n";
UI_TRK_TOOLLIST_NAMES_AT = "AT";
UI_TRK_TOOLLIST_NAMES_SL = "SL";
UI_TRK_TOOLLIST_NAMES_FC = "FC";
UI_TRK_TOOLLIST_NAMES_BF = "BF";
UI_TRK_TOOLLIST_NAMES_SP = "SP";
UI_TRK_TOOLLIST_NAMES_ST = "ST";
UI_TRK_TOOLLIST_NAMES_SC = "SC";
// UI: Trauma Kit (Forceps)
UI_TRK_FORCEPS_INFO =
"\cjForceps\n"
"\cuPrecision tool for removing obstructions.\n\n\n";
UI_TRK_FORCEPS_UNUSABLE = "No obstructions require removal.\n";
UI_TRK_FORCEPS_HOLDINGWOUNDOPEN = "Holding the wound open.\n";
UI_TRK_FORCEPS_PROBEWOUND = "You probe the wound";
UI_TRK_FORCEPS_DAMAGE = ", damaging the surrounding tissue.";
UI_TRK_FORCEPS_PROBEPERIOD = ".";
UI_TRK_FORCEPS_OUTOFWOUND = "You %s %s %s out of the wound";
// UI: Trauma Kit (Biofoam)
UI_TRK_BIOFOAM_INFO =
"\cjBiofoam\n"
"\cuAbsorbent antiseptic flesh-analogue.\n"
"Biofoam remaining: \cy%d\n\n";
UI_TRK_BIOFOAM_NONELEFT = "No biofoam left!\n";
UI_TRK_BIOFOAM_UNNECESSARY = "The wound does not need biofoam.\n";
UI_TRK_BIOFOAM_INJECTING = "Injecting biofoam...\n";
// UI: Trauma Kit (Painkillers/Anesthetic)
UI_TRK_PAINKILLER_INFO =
"\cjAnesthetic\n"
"\cuFast-acting local painkiller.\n"
"Injections remaining: \cy%d\n\n";
UI_TRK_PAINKILLER_NONELEFT = "No anesthetic left!\n";
UI_TRK_PAINKILLER_INJECTED = "Anesthetic injected.";
UI_TRK_PAINKILLER_REFILL = "\cvRefilled anesthetic.\nconsumed one stimpack";
UI_TRK_PAINKILLER_NOSTIMS = "No available stimpacks.";
// UI: Trauma Kit (Saline)
UI_TRK_SALINE_INFO =
"\cjSaline\n"
"\cuNeutral wound debriding solution.\n"
"Saline remaining: \cy%d\n\n";
UI_TRK_SALINE_NONELEFT = "No saline left!\n";
UI_TRK_SALINE_UNNECESSARY = "The wound does not need debriding.\n";
UI_TRK_SALINE_FLUSHING = "Flushing the wound...\n";
UI_TRK_SALINE_REFILL = "\cvRefilled saline.\nconsumed one Second Blood pack";
UI_TRK_SALINE_NOBLOOD = "No available Second Blood packs.";
// UI: Trauma Kit (Scalpel)
UI_TRK_SCALPEL_INFO =
"\cjScalpel\n"
"\cuFor re-opening wounds.\n\n\n";
UI_TRK_SCALPEL_REMOVECAP = "Removed safety cap.\n";
UI_TRK_SCALPEL_REPLACECAP = "Replaced safety cap.\n";
UI_TRK_SCALPEL_CAPON = "The cap is still on...\n";
// UI: Trauma Kit (Stapler)
UI_TRK_STAPLER_INFO =
"\cjStapler\n"
"\cuManual hand-stapler.\n"
"Staples remaining: \cy%d\n\n";
UI_TRK_STAPLER_NONELEFT = "No staples left!\n";
// UI: Trauma Kit (Sutures)
UI_TRK_SUTURES_INFO =
"\cjSutures\n"
"\cuHook needle and biodegradable thread.\n\n\n";
// UI: Trauma Kit (refill)
UI_TRK_2FCARTRIDGE_REFILL = "\cvRefilled staples and biofoam.\nconsumed one auto-suture cartridge";
UI_TRK_2FCARTRIDGE_NOCARTRIDGES = "No available auto-suture cartridges.";
// UI: Trauma Kit (worn layer)
UI_TRK_BANDAGE = "bandage";
UI_TRK_WORNLAYERS = "worn layers";
UI_TRK_TAKEOFF_YOU = "Take off your %s first!\n";
UI_TRK_TAKEOFF_THEY = "Have them take off their %s first!\n";
UI_TRK_BANDAGETIP = "(hold Fire to remove bandage)";
// Help Text: Trauma Kit
HELPTEXT_TRK_NORMAL =
"%s Cycle tools forward\n"
"%s Cycle tools backward\n"
"%s Hold and ...\n"
" +%s Cycle wounds down\n"
" +%s Cycle wounds up\n"
"%s Treat another player\n"
"%s Drop some excess supplies\n\n";
HELPTEXT_TRK_ALT =
"%s Cycle wounds down\n"
"%s Cycle wounds up\n"
"%s Hold and ...\n"
" +%s Cycle tools forward\n"
" +%s Cycle tools backward\n"
"%s Treat another player\n"
"%s Drop some excess supplies\n\n";
HELPTEXT_TRK_PAINKILLER =
"%s Inject anesthetic\n"
"%s Refill anesthetic\n(break down stimpack)\n";
HELPTEXT_TRK_SALINE =
"%s Flush wound\n"
"%s Refill saline\n(break down bloodpack)\n";
HELPTEXT_TRK_FORCEPS =
"%s Hold wound open\n"
"%s Extract obstructions\n";
HELPTEXT_TRK_BIOFOAM =
"%s Inject biofoam\n"
"%s Refill biofoam\n(break down suture cart)\n";
HELPTEXT_TRK_STAPLER =
"%s Staple wound closed\n"
"%s Refill staples\n(break down suture cart)\n";
HELPTEXT_TRK_SUTURES =
"%s Suture wound closed\n";
HELPTEXT_TRK_SCALPEL_CAP =
"%s Re-open wound\n"
"%s Remove safety cap\n";
HELPTEXT_TRK_SCALPEL_NOCAP =
"%s Re-open wound\n"
"%s Replace safety cap\n";
// UI: Self Bandage
UI_SELFBDG_WOUND_SELECTED = "X";
UI_SELFBDG_WOUND_OPEN = "o";
UI_SELFBDG_WOUND_SEALED = "-";
UI_SELFBDG_TITLE = "--- Bandaging ---";
UI_SELFBDG_TREATING = "Treating %s";
UI_SELFBDG_NOWOUNDS = "You have no wounds.";
UI_SELFBDG_SPACER = "-----";
UI_SELFBDG_NOTHINGTOBEDONE = "Nothing to be done here.";
UI_SELFBDG_BANDAGE_STAYSTILL_YOU = "You need to stay still to bandage yourself!";
UI_SELFBDG_BANDAGE_STAYSTILL_THEY = "You need them to stay still to bandage them!";
UI_SELFBDG_BANDAGE_ATTEMPTING = "Attempting to bandage wound...";
UI_SELFBDG_RIPBANDAGE_STAYSTILL_YOU = "You need to stay still to rip off your bandage!";
UI_SELFBDG_RIPBANDAGE_STAYSTILL_THEY = "You need them to stay still to rip off their bandage!";
UI_SELFBDG_RIPBANDAGE_ATTEMPTING = "Ripping off bandage...";
UI_SELFBDG_TOOL_BANDAGE =
"\c[Gray]Bandage\n"
"\c[DarkGray]Useful if you're bleeding out.";
UI_SELFBDG_NOBLOODBAG_YOU = "There's no blood bag attached to you.";
UI_SELFBDG_NOBLOODBAG_THEY = "There's no blood bag attached to them.";
UI_SELFBDG_RIPPINGOFFBAG = "Ripping off blood bag...";
UI_SELFBDG_TAKEOFF_YOU = "Take off your %s first!";
UI_SELFBDG_TAKEOFF_THEY = "Tell them to take off their %s first!";
UI_SELFBDG_NOTHINGTOSTRIP = "Nothing to strip.";
// UI: Self Bandage (Wound info)
UI_SELFBDG_NOWOUNDSELECTED = "\c[DarkGray]No wound selected.\c-";
UI_SELFBDG_BANDAGE_VERYTIGHT = "- Bandage feels %svery tight";
UI_SELFBDG_BANDAGE_TIGHT = "- Bandage feels %stight";
UI_SELFBDG_BANDAGE_ABITTIGHT = "- Bandage feels %sa bit tight";
UI_SELFBDG_BANDAGE_SOMEWHATTIGHT = "- Bandage feels %ssomewhat tight";
UI_SELFBDG_BANDAGE_SOMEWHATLOOSE = "- Bandage feels %ssomewhat loose";
UI_SELFBDG_BANDAGE_LOOSE = "- Bandage feels %sloose";
UI_SELFBDG_BANDAGE_VERYLOOSE = "- Bandage feels %svery loose";
// Helptext: Self Bandage
HELPTEXT_SELFBDG =
"%s Strip worn layers\n"
"%s Remove blood feeder\n"
"%s Hold and ...\n"
" +%s/%s Cycle wounds\n"
"%s Treat another player\n\n";
HELPTEXT_SELFBDGALT =
"%s/%s Cycle wounds\n"
"%s Hold and ...\n"
" +%s Strip worn layers\n"
" +%s Remove blood feeder\n"
"%s Treat another player\n\n";
HELPTEXT_SELFBDG_BANDAGE =
"%s Bandage wound\n"
"%s Rip bandage\n";
//-----------------
// Food Module Language Lumps
//-----------------
// From food_basic.zsc - [Ted]
UAS_CONSUMABLE_FOODRATION_DESCRIPTION = "A flavorless dehydrated ration bar, intended to replace a single meal with a few energy-dense bites.";
UAS_CONSUMABLE_FOODRATION_PICKUP = "Picked up a military food ration.";
UAS_CONSUMABLE_FOODRATION_TAG = "Food Ration";
UAS_CONSUMABLE_FOODRATION_OPENTEXT = "Doesn't look very appealing...";
UAS_CONSUMABLE_FOODRATION_CONSUMETEXT_1 = "It's nutritious at least.";
UAS_CONSUMABLE_FOODRATION_CONSUMETEXT_2 = "They should add some flavor next time.";
UAS_CONSUMABLE_FOODRATION_CONSUMETEXT_3 = "If only it had actual flavor.";
UAS_CONSUMABLE_WATERRATION_DESCRIPTION = "A disposable tear-open water pouch, about equivalent to a single glass of water.";
UAS_CONSUMABLE_WATERRATION_PICKUP = "Picked up a military water ration.";
UAS_CONSUMABLE_WATERRATION_TAG = "Water Ration";
UAS_CONSUMABLE_WATERRATION_OPENTEXT = "Hope it's fresh...";
UAS_CONSUMABLE_WATERRATION_CONSUMETEXT_1 = "Refreshing and plastic-flavored.";
UAS_CONSUMABLE_WATERRATION_CONSUMETEXT_2 = "Water is water.";
UAS_CONSUMABLE_WATERRATION_CONSUMETEXT_3 = "Sometimes simpler is better.";
// From food_drinks.zsc - [Ted]
UAS_MIXIN_SODA_PICKUP = "Picked up a can of soda.";
UAS_CONSUMABLE_DRCOLA_DESCRIPTION = "Fizzy sugary cola goodness in a classic red aluminium can.";
UAS_CONSUMABLE_DRCOLA_TAG = "Dr. Cola Soda";
UAS_CONSUMABLE_DRCOLA_OPENTEXT_1 = "Still a bit fizzy.";
UAS_CONSUMABLE_DRCOLA_OPENTEXT_2 = "Feels... off brand.";
UAS_CONSUMABLE_DRCOLA_CONSUMETEXT_1 = "Tastes... fine.";
UAS_CONSUMABLE_DRCOLA_CONSUMETEXT_2 = "Nothing truly special.";
UAS_CONSUMABLE_LEMONFIZZ_DESCRIPTION = "A can of tart lemon-flavored carbonated water.";
UAS_CONSUMABLE_LEMONFIZZ_TAG = "Lemon Fizz Soda";
UAS_CONSUMABLE_LEMONFIZZ_OPENTEXT = "It has a nice fizz to it.";
UAS_CONSUMABLE_LEMONFIZZ_CONSUMETEXT_1 = "Still fresh. Though not as lemony as you thought it'd be.";
UAS_CONSUMABLE_LEMONFIZZ_CONSUMETEXT_2 = "Fizzy.";
UAS_MIXIN_COFFEE_PICKUP = "Picked up a disposable, self-heating water pouch with a pack of coffee mix.";
UAS_MIXIN_COFFEE_DESCRIPTION = "Hey! You! You're not supposed to see this! Did I fuck something up? Oh god.";
UAS_CONSUMABLE_NEOENGLANDMIX_DESCRIPTION = "One of three Coffee Blends still legal in the Reformed United Kingdom.";
UAS_CONSUMABLE_NEOENGLANDMIX_TAG = "England Coffee";
UAS_CONSUMABLE_NEOENGLANDMIX_OPENTEXT = "Smells like the streets of New London.";
UAS_CONSUMABLE_NEOENGLANDMIX_CONSUMETEXT_1 = "Feels... almost monopolistic.";
UAS_CONSUMABLE_NEOENGLANDMIX_CONSUMETEXT_2 = "Tastes strangely like tea.";
UAS_CONSUMABLE_KNOXCOFFEE_DESCRIPTION = "A bootlegged coffee pouch. Best Served Very Hot.";
UAS_CONSUMABLE_KNOXCOFFEE_TAG = "Knox Coffee";
UAS_CONSUMABLE_KNOXCOFFEE_OPENTEXT_1 = "It'll heat up more than your mouth!";
UAS_CONSUMABLE_KNOXCOFFEE_OPENTEXT_2 = "An illegal but tasty cup of hazelnut coffee.";
UAS_CONSUMABLE_KNOXCOFFEE_CONSUMETEXT_1 = "Ack! Too hot!";
UAS_CONSUMABLE_KNOXCOFFEE_CONSUMETEXT_2 = "Pretty refreshing, even with the mouth burns.";
UAS_CONSUMABLE_SPACECOFFEE_DESCRIPTION = "A pouch of coffee served on space stations in Earth's orbit.";
UAS_CONSUMABLE_SPACECOFFEE_TAG = "Space Coffee";
UAS_CONSUMABLE_SPACECOFFEE_OPENTEXT_1 = "Contractually described as hearty and energizing!";
UAS_CONSUMABLE_SPACECOFFEE_OPENTEXT_2 = "Who would want this deep space swill?";
UAS_CONSUMABLE_SPACECOFFEE_CONSUMETEXT_1 = "Tastes like Space Dust.";
UAS_CONSUMABLE_SPACECOFFEE_CONSUMETEXT_2 = "Refreshing and plastic-flavored.";
// From food_meals.zsc - [Ted]
UAS_MIXIN_BIGMREPOUCH_PICKUP = "Picked up a large vacuum-sealed MRE pouch.";
UAS_CONSUMABLE_BEEFANDGARLICSTROGANOFF_TAG = "Beef and Garlic Stroganoff";
UAS_CONSUMABLE_BEEFANDGARLICSTROGANOFF_DESCRIPTION = "Tasty beef and hearty pasta in garlic cream sauce.";
UAS_CONSUMABLE_BEEFANDGARLICSTROGANOFF_OPENTEXT = "Smells very garlicy.";
UAS_CONSUMABLE_BEEFANDGARLICSTROGANOFF_CONSUMETEXT_1 = "The garlic sauce is sublime.";
UAS_CONSUMABLE_BEEFANDGARLICSTROGANOFF_CONSUMETEXT_2 = "The beef is actually tasty!";
UAS_CONSUMABLE_CURRYANDRICE_TAG = "Curry and Rice";
UAS_CONSUMABLE_CURRYANDRICE_DESCRIPTION = "Spicy red curry with rice and potatoes.";
UAS_CONSUMABLE_CURRYANDRICE_OPENTEXT_1 = "Finally something exciting.";
UAS_CONSUMABLE_CURRYANDRICE_OPENTEXT_2 = "Maybe this batch won't upset your stomach.";
UAS_CONSUMABLE_CURRYANDRICE_OPENTEXT_3 = "Hope the rice isn't mushy.";
UAS_CONSUMABLE_CURRYANDRICE_CONSUMETEXT_1 = "The rice is kind of mushy...";
UAS_CONSUMABLE_CURRYANDRICE_CONSUMETEXT_2 = "Your stomach starts hurting...";
UAS_CONSUMABLE_CURRYANDRICE_CONSUMETEXT_3 = "Tastes very good, though a bit too spicy.";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_TAG = "Spaghetti with Meatballs";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_DESCRIPTION = "Old Faithful. Spaghetti and meatballs in a hearty marinara sauce.";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_OPENTEXT = "Just like home... kinda.";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_CONSUMETEXT_1 = "The sauce feels familiar enough.";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_CONSUMETEXT_2 = "The meathballs are kind of smushy...";
UAS_CONSUMABLE_SPAGHETTIWITHMEATBALL_CONSUMETEXT_3 = "The noodles are well cooked at least.";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_TAG = "Beef Teriyaki on Rice";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_DESCRIPTION = "Tender shredded beef in a basic teriyaki sauce, mixed with white rice.";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_OPENTEXT_1 = "This rice shouldn't be this good!";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_OPENTEXT_2 = "That spice packet might cause a stomach ache...";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_CONSUMETEXT_1 = "Oof, somach pain...";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_CONSUMETEXT_2 = "A little too filling...";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_CONSUMETEXT_3 = "Tastes good, but doesn't feel too good.";
UAS_CONSUMABLE_BEEFTERIYAKIWITHRICE_CONSUMETEXT_4 = "The rice is very tastey!";
UAS_CONSUMABLE_CHILIMAC_TAG = "Chili-Mac";
UAS_CONSUMABLE_CHILIMAC_DESCRIPTION = "Blue-box macaroni and 'cheese' mixed with chile con carne.";
UAS_CONSUMABLE_CHILIMAC_OPENTEXT = "Hard to improve on perfection but the army chefs sure tried.";
UAS_CONSUMABLE_CHILIMAC_CONSUMETEXT_1 = "Tastes odd.";
UAS_CONSUMABLE_CHILIMAC_CONSUMETEXT_2 = "Doesn't feel much like mac and cheese...";
UAS_CONSUMABLE_CHILIMAC_CONSUMETEXT_3 = "Hurts your stomach a bit.";
UAS_CONSUMABLE_CHICKENDUMPLINGS_TAG = "Chicken and Dumplings";
UAS_CONSUMABLE_CHICKENDUMPLINGS_DESCRIPTION = "Chicken Dumplings with Vegetables.";
UAS_CONSUMABLE_CHICKENANDDUMPLINGS_OPENTEXT = "Hopefully the packaging kept these good.";
UAS_CONSUMABLE_CHICKENANDDUMPLINGS_CONSUMETEXT_1 = "The sauce is pretty thick.";
UAS_CONSUMABLE_CHICKENANDDUMPLINGS_CONSUMETEXT_2 = "The vegetables are super tender!";
UAS_CONSUMABLE_CHICKENANDDUMPLINGS_CONSUMETEXT_3 = "How do they keep the chicken moist?";
UAS_CONSUMABLE_ENCHILADACASSEROLE_TAG = "Enchilada Casserole";
UAS_CONSUMABLE_ENCHILADACASSEROLE_DESCRIPTION = "Enchilada Casserole with Red Sauce.";
UAS_CONSUMABLE_ENCHILADACASSEROLE_OPENTEXT_1 = "Nice, a good amount of sauce!";
UAS_CONSUMABLE_ENCHILADACASSEROLE_OPENTEXT_2 = "Wish it had more beans..";
UAS_CONSUMABLE_ENCHILADACASSEROLE_CONSUMETEXT_1 = "Man, the sauce has some kick!";
UAS_CONSUMABLE_ENCHILADACASSEROLE_CONSUMETEXT_2 = "They never include enough refried beans.";
UAS_CONSUMABLE_ENCHILADACASSEROLE_CONSUMETEXT_3 = "Wish I had a honey packet for this.";
UAS_CONSUMABLE_ENCHILADACASSEROLE_CONSUMETEXT_4 = "Spicy and smooth!";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_TAG = "Fireball Scramble";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_DESCRIPTION = "Hearty Fireball Breakfast Scramble.";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_OPENTEXT_1 = "Three kinds of meat! Two kinds of Potato!";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_OPENTEXT_2 = "Mix the 1st and 3rd hot sauce. Always skip Sauce 2.";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_OPENTEXT_3 = "A hearty breakfast meal that works anytime.";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_CONSUMETEXT_1 = "The meats mush together, though it tastes great!";
UAS_CONSUMABLE_FIREBALLSCRAMBLE_CONSUMETEXT_2 = "The sauces is spicy, yet good.";
UAS_CONSUMABLE_GRABBAG_TAG = "Mystery Mix MRE";
UAS_CONSUMABLE_GRABBAG_DESCRIPTION = "An MRE that was assembled with whatever was available.";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_1 = "It's just a mix of crackers and patte...";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_2 = "Two grain bread and processed cheese, huh?";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_3 = "Why would you pack three kinds of rice and ketchup?";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_4 = "Salad and barbecue sauce?";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_5 = "Beef strips, Grape candy, and pear cubes...";
UAS_CONSUMABLE_GRABBAG_OPENTEXT_6 = "Four cans of energy drink and six energy bars?";
UAS_CONSUMABLE_GRABBAG_CONSUMETEXT_1 = "Tastes a bit too crunchy...";
UAS_CONSUMABLE_GRABBAG_CONSUMETEXT_2 = "It doesn't go down your throat well.";
UAS_CONSUMABLE_GRABBAG_CONSUMETEXT_3 = "Euch... I see why this just has 'whatever' in it...";
UAS_CONSUMABLE_GRABBAG_CONSUMETEXT_4 = "Slimey...";
// From Food_Packages.zsc - [Ted]
UAS_PACKAGE_BASICMRE_DESCRIPTION = "This is probably the saddest MRE you've ever seen, but... at least it comes with a toy!";
UAS_PACKAGE_BASICMRE_PICKUP = "Picked up a terribly basic MRE.";
UAS_PACKAGE_BASICMRE_TAG = "World's Worst MRE";
// From food_sides.zsc - [Ted]
UAS_MIXIN_SMALLMRE_PICKUP = "Picked up a small vacuum-sealed MRE item.";
UAS_CONSUMABLE_LENTILCHILI_TAG = "Lentil Chili";
UAS_CONSUMABLE_LENTILCHILI_DESCRIPTION = "Spicy stewed lentils.";
UAS_CONSUMABLE_LENTILCHILI_OPENTEXT = "Surprisingly filling!";
UAS_CONSUMABLE_LENTILCHILI_CONSUMETEXT_1 = "Pretty good, despite how small it is.";
UAS_CONSUMABLE_LENTILCHILI_CONSUMETEXT_2 = "Tastes good!";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_TAG = "Breakfast Hashbrowns";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_DESCRIPTION = "Crispy fried potato shavings, just as good as the restaurant.";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_OPENTEXT_1 = "It's always sunny at Denny's...";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_OPENTEXT_2 = "How do they keep these crispy?";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_CONSUMETEXT_1 = "Still crunchy.";
UAS_CONSUMABLE_BREAKFASTHASHBROWNS_CONSUMETEXT_2 = "Still pretty good!";
UAS_CONSUMABLE_CACOGIBLETS_TAG = "Cacodemon Giblets";
UAS_CONSUMABLE_CACOGIBLETS_DESCRIPTIOn = "Fully cooked cacodemon entrails, for the adventurous connoisseur.";
UAS_CONSUMABLE_CACOGIBLETS_OPENTEXT_1 = "They're... blue. Shouldn't be surprising but still...";
UAS_CONSUMABLE_CACOGIBLETS_OPENTEXT_2 = "It's kinda like sardines... right?";
UAS_CONSUMABLE_CACOGIBLETS_CONSUMETEXT_1 = "A bit too staticy.";
UAS_CONSUMABLE_CACOGIBLETS_CONSUMETEXT_2 = "Ack!";
UAS_CONSUMABLE_CACOGIBLETS_CONSUMETEXT_3 = "It... works?";
UAS_CONSUMABLE_CACOGIBLETS_CONSUMETEXT_4 = "[zap] ouch!";
//-----------------
// Consumable Language Lumps
//-----------------
// These are likely way too long of names to be worthwhile but idrc - [Ted]
UAS_CONSUMABLE_DISPLAY_APPENDFORMAT_TAG = "--- \cc%s\c- ---\n";
UAS_CONSUMABLE_DISPLAY_APPENDFORMAT_DESCRIPTION = "%s\n";
UAS_CONSUMABLE_DISPLAY_CONTENTS = "\cpContents\n";
UAS_CONSUMABLE_DISPLAY_NICEFOODLIST_APPENDFORMAT = "\ce%s\n";
UAS_CONSUMABLE_DISPLAY_CALORIES = "\ce%i Calories\n";
UAS_CONSUMABLE_DISPLAY_ML_FLUIDS = "\ce%i mL Fluids\n\n";
UAS_CONSUMABLE_DISPLAY_PACKAGE_CLOSED = "Package Closed\n";
UAS_CONSUMABLE_DISPLAY_REMAINING = "\cw%.0f%% Remaining\n";
UAS_CONSUMABLE_DISPLAY_CONSOOMING = "Consuming...";
UAS_CONSUMABLE_DISPLAY_SPOILED = "clearly spoiled\n";
UAS_CONSUMABLE_DISPLAY_NOTWORTHEATING = "not worth eating\n";
UAS_CONSUMABLE_DISPLAY_SOMEWHATSTALE = "somewhat stale\n";
UAS_CONSUMABLE_DISPLAY_NOTQUITEFRESH = "not quite fresh\n";
UAS_CONSUMABLE_DISPLAY_FRESH = "basically fresh\n";
UAS_CONSUMABLE_DISPLAY_STATUSCOLOR_AMOUNT_LESSTHAN_40 = "\cm";
UAS_CONSUMABLE_DISPLAY_STATUSCOLOR_AMOUNT_LESSTHAN_30 = "\cu";
UAS_CONSUMABLE_DISPLAY_STATUSCOLOR_AMOUNT_LESSTHAN_20 = "\cs";
UAS_CONSUMABLE_DISPLAY_STATUSCOLOR_AMOUNT_LESSTHAN_10 = "\cq";
UAS_CONSUMABLE_DISPLAY_STATUSCOLOR_AMOUNT_LESSTHAN_0 = "\cd";