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textids.lua
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--[[
Text ids for Disciples 2 Rise of the Elves v3.01 mss32 proxy dll
Refer to the documentation to find exact meaning of each text id
https://github.com/VladimirMakeev/D2ModdingToolset/blob/master/README.md
--]]
textids = {
-- Interface text ids from either TApp.dbf or TAppEdit.dbf
interf = {
-- Defines text id to use as "sell all valuables" message.
-- The text must contain keyword "%PRICE%".
-- Fallback text is "Do you want to sell all valuables? Revenue will be:\n%PRICE%"
sellAllValuables = "X015TA0001",
-- Defines text id to use as "sell all items" message.
-- The text must contain keyword "%PRICE%".
-- Fallback text is "Do you want to sell all items? Revenue will be:\n%PRICE%"
sellAllItems = "",
-- Defines format id for effect duration description in unit encyclopedia.
-- The text must contain keywords "%DURATION%" and "%DURATIONVALUE%".
-- Fallback text is "\fMedBold;%DURATION%:\t\fNormal;%DURATIONVALUE%\n"
durationDescription = "",
-- Defines text id of effect duration in unit encyclopedia.
-- Fallback text is "Duration".
durationText = "",
-- Defines text id of instant effect duration in unit encyclopedia.
-- Fallback text is "Instant".
instantDurationText = "",
-- Defines text id of random effect duration in unit encyclopedia.
-- Fallback text is "Random".
randomDurationText = "",
-- Defines text id of single-turn effect duration in unit encyclopedia.
-- Fallback text is "Single turn".
singleTurnDurationText = "",
-- Defines text id of whole-battle effect duration in unit encyclopedia.
-- Fallback text is "Whole battle".
wholeBattleDurationText = "",
-- Defines text id to mark Critical Hit attacks in unit encyclopedia.
-- Fallback text id is the standard "X160TA0017".
critHitAttack = "",
-- Defines text id to format Critical Hit text in unit encyclopedia.
-- Despite its name, it is used to format both crit hit damage and power (chance to hit).
-- The text must contain keywords "%DMG%" and "%CRIT%".
-- Fallback text is "%DMG% (%CRIT%)".
critHitDamage = "",
-- Defines text id to format rated damage in unit encyclopedia.
-- The text must contain keywords "%DMG%" and "%RATED%".
-- Fallback text is "%DMG%, %RATED%".
ratedDamage = "",
-- Defines text id to format equal rated damage in unit encyclopedia.
-- The text must contain keywords "%DMG%", %TARGETS% and "%RATED%".
-- Fallback text is "%DMG%, (%TARGETS%x) %RATED%".
ratedDamageEqual = "",
-- Defines text id for rated damage separator in unit encyclopedia.
-- Fallback text is ", ".
ratedDamageSeparator = "",
-- Defines text id to format split damage in unit encyclopedia.
-- The text must contain keyword "%DMG%".
-- Fallback text is "%DMG%, split between targets".
splitDamage = "",
-- Defines modified text representation in unit encyclopedia.
-- Modified text includes attack name, source, reach, etc.
-- The text must contain keyword "%VALUE%".
-- Fallback text is "\c025;090;000;%VALUE%\c000;000;000;".
modifiedValue = "",
-- Defines modified number representation in unit encyclopedia.
-- The text must contain keywords "%NUMBER%" and "%BONUS%".
-- Fallback text is "%NUMBER% %BONUS%".
modifiedNumber = "",
-- Defines modified number with total representation in unit encyclopedia.
-- Used for HP and XP bonus display.
-- The text must contain keywords "%TOTAL%" and "%BONUS%".
-- Fallback text is "%TOTAL% (%BONUS%)".
modifiedNumberTotal = "",
-- Defines positive bonus number representation in unit encyclopedia.
-- The text must contain keywords "%NUMBER%" and "%SIGN%".
-- Note that sign can be either + or - depending on stat.
-- Fallback text is "\c025;090;000;%SIGN% %NUMBER%\c000;000;000;".
positiveBonusNumber = "",
-- Defines negative bonus number representation in unit encyclopedia.
-- The text must contain keywords "%NUMBER%" and "%SIGN%".
-- Note that sign can be either + or - depending on stat.
-- Fallback text is "\c100;000;000;%SIGN% %NUMBER%\c000;000;000;".
negativeBonusNumber = "",
-- Defines modifiers list caption in unit encyclopedia.
-- Fallback text is "\fMedBold;Effects:\fNormal;"
modifiersCaption = "",
-- Defines empty modifiers list content in unit encyclopedia.
-- Fallback text id is "X005TA0676" (empty leader abilities).
modifiersEmpty = "",
-- Defines format id for modifier description in unit encyclopedia.
-- The text must contain keyword "%DESC%".
-- Fallback text is "\vC;%DESC%"
modifierDescription = "",
-- Defines format id for native modifier description in unit encyclopedia.
-- The text must contain keyword "%DESC%".
-- Fallback text is "\vC;\fMedBold;%DESC%\fNormal;"
nativeModifierDescription = "",
-- Defines format id for drain description in unit encyclopedia.
-- The text must contain keywords "%DRAINEFFECT%" and "%DRAIN%".
-- Fallback text is "\fMedBold;%DRAINEFFECT%:\t\fNormal;%DRAIN%\n"
drainDescription = "",
-- Defines text id of drain effect in unit encyclopedia.
-- Fallback text id is the standard "X005TA0792".
drainEffect = "",
-- Defines text id to mark Drain Overflow attacks in unit encyclopedia.
-- Fallback text is "Overflow".
overflowAttack = "",
-- Defines text id to format Drain Overflow text in unit encyclopedia.
-- The text must contain keywords "%ATTACK%" and "%OVERFLOW%".
-- Fallback text is "%ATTACK% (%OVERFLOW%)".
overflowText = "",
-- Defines text id to format dynamic upgrade level in unit encyclopedia.
-- The text must contain keyword %STAT%.
-- "%UPGLV%" is optional and can be ommited if you don't want to display upgrade level.
-- Fallback text is "%STAT% (level-ups weaken at %UPGLV%)".
dynamicUpgradeLevel = "",
-- Defines text id to format dynamic upgrades text in unit encyclopedia.
-- The text must contain keywords "%STAT%", %UPG1% and %UPG2%.
-- Fallback text is "%STAT% (%UPG1% | %UPG2% per level)".
dynamicUpgradeValues = "",
-- Defines text id to format broken (removed) wards in unit encyclopedia.
-- The text must contain keyword "%WARD%", or it can be an empty string to not display broken wards at all.
-- Fallback text is "\fMedBold;\c100;000;000;%WARD%\c000;000;000;\fNormal;".
removedAttackWard = "",
-- Defines text id to mark Infinite attacks in unit encyclopedia.
-- Fallback text is "Lasting".
infiniteAttack = "",
-- Defines text id to format Infinite text in unit encyclopedia.
-- The text must contain keywords "%ATTACK%" and "%INFINITE%".
-- Fallback text is "%ATTACK% (%INFINITE%)".
infiniteText = "",
},
-- Text ids related to events logic
events = {
-- Text ids related to event conditions
conditions = {
-- Text ids for L_OWN_RESOURCE event condition
ownResource = {
-- Message to show when there are more than two conditions of type
-- Fallback text is "At most two conditions of type "Own resource" is allowed per event."
tooMany = "",
-- Message to show when two conditions are mutually exclusive
-- Fallback text is "Conditions of type "Own resource" are mutually exclusive."
mutuallyExclusive = "",
},
-- Text ids for L_GAME_MODE event condition
gameMode = {
-- Message to show when there are more than one condition of type
-- Fallback text "Only one condition of type "Game mode" is allowed per event."
tooMany = "",
-- Text id for single player game mode
-- Fallback text "single player"
single = "",
-- Text id for hotseat game mode
-- Fallback text "hotseat"
hotseat = "",
-- Text id for online game mode
-- Fallback text "online"
online = "",
},
-- Text ids for L_PLAYER_TYPE event condition
playerType = {
-- Message to show when there are more than one condition of type
-- Fallback text "Only one condition of type "Player type" is allowed per event."
tooMany = "",
-- Text id for human player type
-- Fallback text "human"
human = "",
-- Text id for AI player type
-- Fallback text "AI"
ai = "",
},
-- Text ids for L_VARIABLE_CMP event condition
variableCmp = {
-- Text id for equality comparison
-- Fallback text "is equal to"
equal = "",
-- Text id for difference comparison
-- Fallback text "is not equal to"
notEqual = "",
-- Fallback text "is greater than"
greater = "",
-- Fallback text "is greater or equal to"
greaterEqual = "",
-- Fallback text "is less than"
less = "",
-- Fallback text "is less or equal to"
lessEqual = "",
},
},
},
-- Text ids related to custom lobby
lobby = {
-- Server name shown in network protocols list
-- Fallback text "Lobby server"
serverName = "",
-- Shown when client could not connect due to server being unresponsive
-- Fallback text "Failed to connect.\nLobby server not responding"
serverNotResponding = "",
-- Client's connection attemt failed
-- Fallback text "Connection attempt failed"
connectAttemptFailed = "",
-- Client could not connect due to server being full
-- Fallback text "Lobby server is full"
serverIsFull = "",
-- Game files hash failed to compute
-- Fallback text "Could not compute hash"
computeHashFailed = "",
-- Client could not request hash check from server
-- Fallback text "Could not request game integrity check"
requestHashCheckFailed = "",
-- Client hash is wrong
-- Fallback text "Game integrity check failed"
wrongHash = "",
-- Player entered wrong room password
-- Fallback text "Wrong room password"
wrongRoomPassword = "",
},
generator = {
-- Description text for randomly generated scenarios
-- Fallback text "Random scenario based on template '%TMPL%'. Seed: %SEED%. Starting gold: %GOLD%. Roads: %ROADS%%. Forest: %FOREST%%."
description = "",
-- Generator could not process game data from dbf tables or .ff files
-- Error details are logged in mssProxyError.log
-- Fallback text "Could not read game data needed for scenario generator.\nSee mssProxyError.log for details"
wrongGameData = "",
-- Error occured during scenario generation
-- Fallback text "Error during random scenario map generation.\nSee mssProxyError.log for details".
generationError = "",
-- Generator failed to create scenario after specified number of attempts
-- Fallback text "Could not generate scenario map after %NUM% attempts.\nPlease, adjust template contents or settings"
limitExceeded = "",
},
}