diff --git a/env/combatlog_deDE.lua b/env/combatlog_deDE.lua new file mode 100644 index 00000000..3e357e6c --- /dev/null +++ b/env/combatlog_deDE.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (DE) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["deDE"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "verletzt", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%2$s von %1$s reflektiert %9$s %7$s auf %4$s.%6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s reflektiert %9$s %7$s auf %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED = "verfehlt", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(Geblockt)", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%4$s blockt %2$s von %1$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s blockt %2$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(Abgewehrt)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%4$s wehrt %2$s von %1$s ab.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s wehrt %2$s ab.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(Ausgewichen)", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%4$s weicht %2$s von %1$s aus.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s weicht %2$s aus.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(Entkommen)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%4$s entkommt %2$s von %1$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%4$s entkommt %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%1$s wirkt %2$s auf %4$s an und verfehlt.", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(Immun)", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%2$s von %1$s schlägt fehl. %4$s ist immun.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s schlägt fehl. %4$s ist immun.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(Verfehlt)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%1$s wirkt %2$s auf %4$s und verfehlt.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(Pariert)", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%1$s pariert %2$s von %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s pariert %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(Widerstanden)", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%4$s widersteht %2$s von %1$s vollständig.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s widersteht %2$s vollständig.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "teilt Schaden", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%2$s von %1$s wurde durch %6$s von %4$s absorbiert.", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%2$s von %1$s verursacht bei %4$s %9$s.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%2$s von %1$s fügt %6$s von %4$s %9$s Schaden zu.", + ACTION_ENCHANT_APPLIED = "verzaubert", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s wirkt %2$s auf %5$s von %4$s.", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "Verzauberung schwindet", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s auf %5$s von %4$s schwindet.", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "verletzt", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "Ertrinken", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s ertrinkt und verliert %9$s Gesundheit.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "Sturz", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s stürzt und verliert %9$s Gesundheit.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "Erschöpfung", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s ist erschöpft und verliert %9$s Gesundheit.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "Feuer", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s erleidet %9$s Feuerschaden.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s verliert durch Umgebungsschaden %9$s Gesundheit.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "Lava", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s verliert durch das Schwimmen in Lava %9$s Gesundheit. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "Schleim", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s verliert durch das Schwimmen in Schleim %9$s Gesundheit. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "besiegt", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s besiegt %4$s!", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "umgehauen", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s hat %4$s umgehauen!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "Schuss", + ACTION_RANGE_DAMAGE = "trifft", + ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s schießt auf %4$s, verursacht %5$s.%6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "Ein Distanzangriff trifft %4$s, verursacht %5$s.%6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "verfehlt", + ACTION_RANGE_MISSED_ABSORB = "(Absorbiert)", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%4$s absorbiert den Schuss von %1$s.%6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "(Geblockt)", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%4$s blockt den Schuss von %1$s.%6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(Abgewehrt)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%4$s wehrt den Schuss von %1$s ab.", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "(Ausgewichen)", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%4$s weicht dem Schuss von %1$s aus.", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(Entkommen)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%4$s entkommt dem Schuss von %1$s.", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "%1$s schießt auf %4$s und verfehlt.", + ACTION_RANGE_MISSED_IMMUNE = "(Immun)", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "Der Schuss von %1$s schlägt fehl. %4$s ist immun.", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(Verfehlt)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "%1$s schießt auf %4$s und verfehlt.", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(Verfehlt)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s schießt auf %4$s und verfehlt.", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "(Pariert)", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%4$s pariert den Schuss von %1$s.", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "(Widerstanden)", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%4$s widersteht dem Schuss von %1$s vollständig.%6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "wirkt", + ACTION_SPELL_AURA_APPLIED_BUFF = "wirkt", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s gewinnt %1$s %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gewinnt %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s gewinnt %1$s %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s gewinnt %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "beeinträchtigt", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s wird durch %2$s von %1$s beeinträchtigt.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s wird von %2$s beeinträchtigt.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s wird durch %2$s von %1$s beeinträchtigt. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s wird von %2$s beeinträchtigt. %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "Stapel", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "Stapel", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s gewinnt %1$s %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s erhält %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "peinigt", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s wird durch %2$s von %1$s beeinträchtigt. (%9$s)", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s wird von %2$s beeinträchtigt (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "bricht", + ACTION_SPELL_AURA_BROKEN_BUFF = "bricht", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%2$s von %4$s wird durch %1$s gebrochen.", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s von %1$s wird durch jemanden gebrochen.", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "bricht", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%2$s von %4$s wird durch %1$s gebrochen.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s von %1$s wurde durch jemanden gebrochen.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "bricht", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s bricht %2$s von %4$s durch %5$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s bricht %2$s von %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "bricht", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s bricht %2$s von %4$s durch %5$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s bricht %2$s von %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "aufgefrischt", + ACTION_SPELL_AURA_REFRESH_BUFF = "aufgefrischt", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s wird aufgefrischt.", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s wird aufgefrischt.", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s wird aufgefrischt. %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s wird aufgefrischt. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "aufgefrischt", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s wird aufgefrischt.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s wird aufgefrischt.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s wird aufgefrischt. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s wird aufgefrischt. %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "entfernt", + ACTION_SPELL_AURA_REMOVED_BUFF = "schwindet", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s schwindet.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s schwindet.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s schwindet. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s schwindet. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "erlischt", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s erlischt.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s erlischt.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s erlischt. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s erlischt. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "verringert", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "verringert", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%2$s von %1$s lässt nach. (%9$s)", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) lässt nach.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "lässt nach", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%2$s von %1$s nimmt ab. (%9$s)", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) nimmt ab.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "Das auf %4$s wirkende %2$s von %1$s wird entfernt.", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "Das auf %4$s wirkende %2$s von %1$s wird entfernt.", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "trifft", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%2$s von %1$s trifft %4$s für %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s trifft %4$s für %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "repariert", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%2$s von %1$s repariert %4$s für %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s repariert %4$s für %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "schlägt fehl", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%1$s kann %2$s nicht wirken.%6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "initiiert", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s beginnt, %2$s auf %4$s zu wirken.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s beginnt, %2$s zu wirken.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "Etwas beginnt, %2$s auf %4$s zu wirken.", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "wirkt", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s wirkt %2$s auf %4$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s wirkt %2$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "Etwas wirkt %2$s auf %4$s.", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "erschafft", + ACTION_SPELL_CREATE_FULL_TEXT = "%4$s wird von %1$s durch %2$s erschaffen.%6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%4$s wird durch %2$s erschaffen.%6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "trifft", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%1$s trifft %4$s mit %2$s für %5$s.%6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s trifft %4$s für %5$s.%6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "bannt", + ACTION_SPELL_DISPEL_BUFF = "bannt", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%5$s auf %4$s wird von %1$s durch %2$s gebannt.", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s auf %4$s wird durch %2$s gebannt.", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "läutert", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%5$s auf %4$s wird von %1$s durch %2$s geläutert.", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s auf %4$s wird durch %2$s geläutert.", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "Magiebannung schlägt fehl", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%2$s von %1$s kann %5$s auf %4$s nicht bannen.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s kann %5$s auf %4$s nicht bannen.", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "entzieht", + ACTION_SPELL_DRAIN_FULL_TEXT = "%1$s entzieht von %4$s durch %2$s %9$s %8$s.", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = " %2$s entzieht von %4$s %9$s %8$s.", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "Haltbarkeitsverlust", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "kompletter Haltbarkeitsverlust", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%2$s von %1$s trifft %4$s: Alle Gegenstände beschädigt.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%2$s von %1$s trifft %4$s: %5$s beschädigt.", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "aufgeladen", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s gewinnt durch %2$s von %1$s %9$s %8$s.", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gewinnt durch %2$s %9$s %8$s.", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "%9$s %8$s gewonnen.", + ACTION_SPELL_EXTRA_ATTACKS = "gewährt zusätzliche Angriffe", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s werden durch %2$s %9$s zusätzliche Angriffe gewährt.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "%2$s gewährt %9$s zusätzliche Angriffe.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "heilt", + ACTION_SPELL_HEAL_FULL_TEXT = "%2$s von %1$s heilt %4$s um %9$s.%6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s heilt %4$s um %9$s.%6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "besiegt", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%1$s besiegt %4$s durch %2$s sofort.", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s besiegt %4$s sofort.", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "umgehauen", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s haut %4$s um.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s haut %4$s um.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "unterbricht", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%1$s unterbricht %4$s durch %2$s beim Wirken von %5$s.", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s unterbricht %4$s beim Wirken von %5$s.", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "entzieht", + ACTION_SPELL_LEECH_FULL_TEXT = "%1$s entzieht durch %2$s %9$s %8$s von %4$s. %1$s gewinnt %10$s %8$s.", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s entzieht %4$s %9$s %8$s.", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "%10$s %8$s gewonnen", + ACTION_SPELL_MISSED = "verfehlt", + ACTION_SPELL_MISSED_ABSORB = "Absorbiert", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%4$s absorbiert %2$s von %1$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%4$s absorbiert %2$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "Geblockt", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%4$s blockt %2$s von %1$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s blockt %2$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "Abgewehrt", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%4$s wehrt %2$s von %1$s ab.", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s wehrt %2$s ab.", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "Ausgewichen", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%4$s weicht %2$s von %1$s aus.", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s weicht %2$s aus.", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "Entkommen", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%4$s entkommt %2$s von %1$s.", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%4$s entkommt %2$s.", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%1$s wirkt %2$s auf %4$s und verfehlt.", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s.", + ACTION_SPELL_MISSED_IMMUNE = "Immun", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%2$s von %1$s schlägt fehl. %4$s ist immun.", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s schlägt fehl. %4$s ist immun.", + ACTION_SPELL_MISSED_MISFIRE = "Verfehlt", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%1$s wirkt %2$s auf %4$s und verfehlt.", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s.", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "Verfehlt", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%1$s wirkt %2$s auf %4$s und verfehlt.", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s.", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "Pariert", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%4$s pariert %2$s von %1$s.", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s pariert %2$s.", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "Reflektiert", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%2$s von %1$s wird durch %4$s reflektiert.", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%2$s wird durch %4$s reflektiert.", + ACTION_SPELL_MISSED_RESIST = "Widerstanden", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%4$s widersteht %2$s von %1$s vollständig.%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s widersteht %2$s vollständig.%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "verletzt", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s erleidet durch %2$s von %1$s %5$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s erleidet durch %2$s %5$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "entzieht", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%1$s entzieht durch %2$s %9$s %8$s von %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s entzieht %4$s %9$s %8$s.", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "aufgeladen", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s gewinnt durch %2$s von %1$s %9$s %8$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gewinnt durch %2$s %9$s %8$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "$extraAmount %8$s gewonnen.", + ACTION_SPELL_PERIODIC_HEAL = "heilt", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s gewinnt durch %2$s von %1$s %9$s Gesundheit.%6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s gewinnt durch %2$s %9$s Gesundheit.%6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "entzieht", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s entzieht durch %2$s %9$s %8$s von %4$s. %1$s gewinnt %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s entzieht %9$s %8$s von %4$s. %1$s gewinnt %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(%10$s %8$s gewonnen)", + ACTION_SPELL_PERIODIC_MISSED = "verfehlt", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s absorbiert)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%2$s von %1$s wurde durch %4$s absorbiert.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s wurde durch %4$s absorbiert.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(Tick geblockt)", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%4$s blockt %2$s von %1$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s blockt %2$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(Tick abgewehrt)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%4$s wehrt %2$s von %1$s für einen Moment ab.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%4$s wehrt %2$s für einen Moment ab.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "(Tick ausgewichen)", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%4$s weicht %2$s von %1$s für einen Moment aus.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s weicht %2$s für einen Moment aus.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(Tick entkommen)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%4$s entkommt %2$s von %1$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%4$s entkommt %2$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%2$s von %1$s verfehlt %4$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(Immun)", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s ist gegen %2$s von %1$s immun.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s ist gegen %2$s immun.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "(Tick verfehlt)", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%2$s von %1$s verfehlt %4$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s verfehlt %4$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "(Tick pariert)", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%4$s pariert %2$s von %1$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s pariert %2$s für einen Moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "(Tick widerstanden)", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%4$s wird nicht vom Effekt %2$s von %1$s betroffen. %4$s hat widerstanden.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s wird nicht vom Effekt %2$s betroffen. %4$s hat widerstanden.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "wiederbelebt", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%2$s von %1$s belebt %4$s wieder.%6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s belebt %4$s wieder.%6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "stiehlt", + ACTION_SPELL_STOLEN_BUFF = "stiehlt", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%2$s von %1$s stiehlt %5$s auf %4$s.", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s stiehlt %5$s auf %4$s.", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "stiehlt", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%1$s überträgt durch %2$s den auf %4$s wirkenden Zauber $extraSpell zu %1$s.", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s überträgt $extraSpell von %4$s.", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%2$s von %1$s stiehlt %5$s auf %4$s.", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s stiehlt %5$s auf %4$s.", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "beschwört", + ACTION_SPELL_SUMMON_FULL_TEXT = "%1$s ruft durch %2$s %4$s herbei.%6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s ruft %4$s herbei.%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "Schlag", + ACTION_SWING_DAMAGE = "trifft", + ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s schlägt %4$s im Nahkampf, verursacht %5$s.%6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "Ein Nahkampfschlag trifft %4$s, verursacht %5$s.%6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "verfehlt", + ACTION_SWING_MISSED_ABSORB = "(Absorbiert)", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%4$s absorbiert den Angriff von %1$s.%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "(Geblockt)", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%4$s blockt den Angriff von %1$s.%6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(Abgewehrt)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%4$s wehrt den Angriff von %1$s ab.", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "(Ausgewichen)", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%4$s weicht dem Angriff von %1$s aus.", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(Entkommen)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%4$s entkommt dem Angriff von %1$s.", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "%1$s greift %4$s an und verfehlt.", + ACTION_SWING_MISSED_IMMUNE = "(Immun)", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "Der Angriff von %1$s schlägt fehl. %4$s ist immun.", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(Verfehlt)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "Der Angriff von %1$s verfehlt %4$s.", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(Verfehlt)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s greift %4$s an und verfehlt.", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "(Pariert)", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%4$s pariert den Angriff von %1$s.", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "(Widerstanden)", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%4$s widersteht dem Angriff von %1$s vollständig.%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "bricht zusammen", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s bricht zusammen.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "zerstört", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s wird zerstört.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "stirbt", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s stirbt.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "schwindet", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s schwindet.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "Hinzufügen", + ADDITIONAL_FILTERS = "Zusätzliche Filter", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "Alles anzeigen, das %s betrifft?", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "Alles anzeigen", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "Was ist mit %s geschehen?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "Anzeigen, was %s tat?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "Was hat %s mit mir getan?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "Rücksetzen", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "Als neuen Filter speichern", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "Nachrichten wie diese ausblenden.", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "%s zum Chat verlinken.", + COMBATLOG_UNKNOWN_UNIT = "Etwas", + COMBAT_FACTION_CHANGE = "Ruf", + COMBAT_HONOR_GAIN = "Ehre", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "Versch. Infos", + COMBAT_XP_GAIN = "Erfahrung", + DAMAGE_SHIELD = "Schadensschilde", + DEFAULT_COMBATLOG_FILTER_NAME = "Filter %d", + ENTER_FILTER_NAME = "Filternamen eingeben:", + ENVIRONMENTAL_DAMAGE = "Umgebungsschaden", + QUICKBUTTON_NAME_ME = "Was ist mit mir geschehen?", + QUICKBUTTON_NAME_ME_TOOLTIP = "Alles mir Zugefügte anzeigen.", + QUICKBUTTON_NAME_MY_ACTIONS = "Meine Aktionen", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "Zeigt Nachrichten für von Euch ausgeführte Aktionen.", + STRING_SCHOOL_UNKNOWN = "Unbekannt", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %3$s %2$s %4$s %5$s. %6$s", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(%s verbleiben)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s absorbiert)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s geblockt)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(Kritisch)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(Kritisch)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(Schmetternd)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount $resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(Gestreift)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(Mehrfachschlag)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s Überaufladung)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s Überheilung)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s Schaden über Tod)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d pariert)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "Reflektiert", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s widerstanden)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s Verletzlichkeitsschaden)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "Ihr", + UNIT_YOU_DEST = "Euch", + UNIT_YOU_DEST_POSSESSIVE = "Euer", + UNIT_YOU_SOURCE = "Euer Charakter", + UNIT_YOU_SOURCE_POSSESSIVE = "Euer", +} diff --git a/env/combatlog_enUS.lua b/env/combatlog_enUS.lua new file mode 100644 index 00000000..b6f0b060 --- /dev/null +++ b/env/combatlog_enUS.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (GB) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["enUS"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "damages", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%1$s %2$s reflects %9$s %7$s damage to %4$s.%6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s reflects %9$s %7$s damage to %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED = "missed", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(Blocked)", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%1$s %2$s was blocked by %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s was blocked by %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(Deflected)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%1$s %2$s was deflected by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s was deflected by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(Dodged)", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%1$s %2$s was dodged by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s was dodged by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(Evaded)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%1$s %2$s was evaded by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s was evaded by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%1$s %2$s missed %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s missed %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(Immune)", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%1$s %2$s failed. %4$s was immune.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s failed. %4$s was immune.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(Missed)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%1$s %2$s misses %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s misses %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(Parried)", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%1$s %2$s was parried by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s was parried by %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(Resisted)", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%1$s %2$s was fully resisted by %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s was fully resisted by %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "shared damage", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%1$s's %2$s damage was absorbed by %4$s %6$s.", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%1$s %2$s causes %9$s damage to %4$s.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%1$s's %2$s causes %9$s damage to %4$s %6$s.", + ACTION_ENCHANT_APPLIED = "enchanted", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s cast %2$s on %4$s %5$s.", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "enchant faded", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s fades from %4$s %5$s.", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "damaged", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "Drowning", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s is drowning and loses %9$s health.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "Falling", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s falls and loses %9$s health.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "Fatigue", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s is exhausted and loses %9$s health.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "Fire", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s suffers %9$s fire damage.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s loses %9$s health from environmental damage.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "Lava", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s loses %9$s health from swimming in lava. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "Slime", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s loses %9$s health for swimming in slime. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "killed", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s has slain %4$s!", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "knocked out", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s has knocked out %4$s!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "Shot", + ACTION_RANGE_DAMAGE = "hit", + ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s ranged shot hit %4$s for %5$s.%6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "A ranged shot hit %4$s for %5$s.%6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "missed", + ACTION_RANGE_MISSED_ABSORB = "(Absorbed)", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%1$s shot was absorbed by %4$s.%6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "(Blocked)", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%1$s shot was blocked by %4$s.%6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(Deflected)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%1$s shot was deflected by %4$s.", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "(Dodged)", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%1$s shot was dodged by %4$s.", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(Evaded)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%1$s shot was evaded by %4$s.", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "%1$s shot misses %4$s.", + ACTION_RANGE_MISSED_IMMUNE = "(Immune)", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "%1$s shot failed. %4$s was immune.", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(Misfired)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "%1$s shot misfired on %4$s.", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(Missed)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s shot misses %4$s.", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "(Parried)", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%1$s shot was parried by %4$s.", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "(Resisted)", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%1$s shot was fully resisted by %4$s.%6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "applied", + ACTION_SPELL_AURA_APPLIED_BUFF = "applied", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s gains %1$s %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gains %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s gains %1$s %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s gains %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "afflicted", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s is afflicted by %1$s %2$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s is afflicted by %2$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s is afflicted by %1$s %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s is afflicted by %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "stacked", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "stacked", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s gains %1$s %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gains %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "afflicted", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s is afflicted by %1$s %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s is afflicted by %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "broke", + ACTION_SPELL_AURA_BROKEN_BUFF = "broke", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%1$s %2$s was broken by someone.", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "broke", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%1$s %2$s was broken by someone.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "broke", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s %5$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "broke", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s %5$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s broke %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "refreshed", + ACTION_SPELL_AURA_REFRESH_BUFF = "refreshed", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%1$s %2$s is refreshed on %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%2$s is refreshed on %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s is refreshed on %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s is refreshed on %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "refreshed", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%1$s %2$s is refreshed on %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s is refreshed on %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s is refreshed on %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s is refreshed on %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "removed", + ACTION_SPELL_AURA_REMOVED_BUFF = "faded", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%1$s %2$s fades from %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%2$s fades from %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s fades from %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s fades from %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "dissipated", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%1$s %2$s dissipates from %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s dissipates from %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s dissipates from %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s dissipates from %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "reduced", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "reduced", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%1$s %2$s (%9$s) diminishes.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) diminishes.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "diminished", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%1$s %2$s (%9$s) subsides.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) subsides.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%1$s %2$s was removed from %4$s.", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%1$s %2$s was removed from %4$s.", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "strikes", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%1$s %2$s strikes %4$s for %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s strike %4$s for %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "repaired", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%1$s %2$s repairs %4$s for %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s repairs %4$s for %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "failed", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%1$s %2$s failed.%6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "began to cast", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s begins casting %2$s at %4$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s begins casting %2$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "Something begins casting %2$s at %4$s.", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "cast", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s casts %2$s at %4$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s casts %2$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "Something cast %2$s at %4$s.", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "created", + ACTION_SPELL_CREATE_FULL_TEXT = "%1$s %2$s creates a %4$s.%6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s creates a %4$s.%6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "hit", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%1$s %2$s hits %4$s for %5$s.%6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s hits %4$s for %5$s.%6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "dispelled", + ACTION_SPELL_DISPEL_BUFF = "dispelled", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%4$s %5$s is dispelled by %1$s %2$s.", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%4$s %5$s is dispelled by %2$s.", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "cleansed", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%4$s %5$s is cleansed by %1$s %2$s.", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s %5$s cleansed by %2$s.", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "dispel failed", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%1$s %2$s fails to dispel %4$s %5$s.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s fails to dispel %4$s %5$s.", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "drained", + ACTION_SPELL_DRAIN_FULL_TEXT = "%1$s %2$s drains %9$s %8$s from %4$s.", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = " %2$s drains %9$s %8$s from %4$s.", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "durability loss", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "full durability loss", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%1$s %2$s damages %4$s: all items damaged.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%1$s %2$s damages %4$s: %5$s damaged.", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "energized", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s gains %9$s %8$s from %1$s %2$s.", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gains %9$s %8$s from %2$s.", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "%9$s %8$s Gained", + ACTION_SPELL_EXTRA_ATTACKS = "granted extra attacks", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s gains %9$s extra attacks through %2$s.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "%9$s extra attacks granted by %2$s.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "healed", + ACTION_SPELL_HEAL_FULL_TEXT = "%1$s %2$s heals %4$s for %9$s.%6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s heals %4$s for %9$s.%6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "killed", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%1$s %2$s instantly kills %4$s.", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s instantly kills %4$s.", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "knocked out", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s knocks out %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s knocks out %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "interrupted", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%1$s %2$s interrupts %4$s %5$s.", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s interrupts %4$s %5$s.", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "drained", + ACTION_SPELL_LEECH_FULL_TEXT = "%1$s %2$s drains %9$s %8$s from %4$s. %1$s gains %10$s %8$s.", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s drains %9$s %8$s from %4$s.", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "%10$s %8$s Gained", + ACTION_SPELL_MISSED = "missed", + ACTION_SPELL_MISSED_ABSORB = "Absorbed", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%1$s %2$s was absorbed by %4$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s was absorbed by %4$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "Blocked", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%1$s %2$s was blocked by %4$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s was blocked by %4$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "Deflected", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%1$s %2$s was deflected by %4$s.", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s was deflected by %4$s.", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "Dodged", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%1$s %2$s was dodged by %4$s.", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s was dodged by %4$s.", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "Evaded", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%1$s %2$s was evaded by %4$s.", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%2$s was evaded by %4$s.", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%1$s %2$s missed %4$s.", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s missed %4$s.", + ACTION_SPELL_MISSED_IMMUNE = "Immune", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%1$s %2$s failed. %4$s was immune.", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s failed. %4$s was immune.", + ACTION_SPELL_MISSED_MISFIRE = "Misfired", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%1$s %2$s misfired on %4$s.", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s misfired on %4$s.", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "Missed", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%1$s %2$s misses %4$s.", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s misses %4$s.", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "Parried", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%1$s %2$s was parried by %4$s.", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s was parried by %4$s.", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "reflected", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%1$s %2$s was reflected by %4$s.", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%2$s was reflected by %4$s.", + ACTION_SPELL_MISSED_RESIST = "resisted", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%1$s %2$s was fully resisted by %4$s.%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s was fully resisted by %4$s.%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "damaged", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s suffers %5$s damage from %1$s %2$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s suffers %5$s damage from %2$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "drained", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%1$s %2$s drains %9$s %8$s from %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s drains %9$s %8$s from %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "energized", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s gains %9$s %8$s from %1$s %2$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gains %9$s %8$s from %2$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "$extraAmount %8$s Gained", + ACTION_SPELL_PERIODIC_HEAL = "healed", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s gains %9$s Health from %1$s %2$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s gains %9$s health from %2$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "drained", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s %2$s drains %9$s %8$s from %4$s. %1$s gains %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s drains %9$s %8$s from %4$s. %1$s gains %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(%10$s %8$s Gained)", + ACTION_SPELL_PERIODIC_MISSED = "missed", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s Absorbed)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%1$s %2$s was absorbed by %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s was absorbed by %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(Tick Blocked)", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%1$s %2$s was blocked by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s was blocked by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(Tick Deflected)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%1$s %2$s was deflected by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%2$s was deflected by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "(Tick Dodged)", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%1$s %2$s was dodged by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s was dodged by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(Tick Evaded)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%1$s %2$s was evaded by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s was evaded by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%1$s %2$s does not affect %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s does not affect %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(Immune)", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s was immune to %1$s %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s was immune to %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "(Tick Missed)", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%1$s %2$s missed %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s missed %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "(Tick Parried)", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%1$s %2$s was parried by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s was parried by %4$s for a moment.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "(Tick Resisted)", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%1$s %2$s does not affect %4$s. %4$s resisted.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s does not affect %4$s. %4$s resisted.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "resurrected", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s %2$s resurrects %4$s.%6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s resurrects %4$s.%6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "stole", + ACTION_SPELL_STOLEN_BUFF = "stole", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%1$s %2$s steals %4$s %5$s.", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s steals %4$s %5$s.", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "stole", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%1$s %2$s transfers %4$s $extraSpell to %1$s.", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s transfers %4$s $extraSpell.", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%1$s %2$s steals %4$s %5$s.", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s steals %4$s %5$s.", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "summoned", + ACTION_SPELL_SUMMON_FULL_TEXT = "%1$s %2$s summons %4$s.%6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s summons %4$s.%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "Melee", + ACTION_SWING_DAMAGE = "hit", + ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s melee swing hits %4$s for %5$s.%6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "A melee swing hit %4$s for %5$s.%6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "missed", + ACTION_SWING_MISSED_ABSORB = "(Absorbed)", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%1$s attack was absorbed by %4$s.%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "(Blocked)", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%1$s attack was blocked by %4$s.%6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(Deflected)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%1$s attack was deflected by %4$s.", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "(Dodged)", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%1$s attack was dodged by %4$s.", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(Evaded)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%1$s attack was evaded by %4$s.", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "%1$s attack misses %4$s.", + ACTION_SWING_MISSED_IMMUNE = "(Immune)", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "%1$s attack failed. %4$s was immune.", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(Misfired)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "%1$s attack misfired on %4$s.", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(Missed)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s attack misses %4$s.", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "(Parried)", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%1$s attack was parried by %4$s.", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "(Resisted)", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%1$s attack was fully resisted by %4$s.%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "collapses", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s collapses.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "destroyed", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s was destroyed.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "died", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s died.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "dissipates", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s dissipates.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "Add", + ADDITIONAL_FILTERS = "Additional Filters", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "Show everything involving %s?", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "Show everything", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "What happened to %s?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "What did %s do?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "What did %s do to you?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "Reset", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "Save as a new filter", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "Hide messages like this one.", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "Link %s to chat.", + COMBATLOG_UNKNOWN_UNIT = "Something", + COMBAT_FACTION_CHANGE = "Reputation", + COMBAT_HONOR_GAIN = "Honor", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "Misc Info", + COMBAT_XP_GAIN = "Experience", + DAMAGE_SHIELD = "Damage Shields", + DEFAULT_COMBATLOG_FILTER_NAME = "Filter %d", + ENTER_FILTER_NAME = "Enter filter name:", + ENVIRONMENTAL_DAMAGE = "Environmental Damage", + QUICKBUTTON_NAME_ME = "What happened to me?", + QUICKBUTTON_NAME_ME_TOOLTIP = "Show everything done to me.", + QUICKBUTTON_NAME_MY_ACTIONS = "My actions", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "Show messages of actions done by you.", + STRING_SCHOOL_UNKNOWN = "Unknown", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %3$s %2$s %4$s %5$s. %6$s", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s's", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(%s Remaining)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s Absorbed)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s Blocked)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(Critical)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(Critical)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(Crushing)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount $resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(Glancing)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(Multistrike)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s Overenergized)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s Overhealed)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s Overkill)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d Parried)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "Reflected", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s Resisted)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s Vulnerability Damage)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "You", + UNIT_YOU_DEST = "You", + UNIT_YOU_DEST_POSSESSIVE = "Your", + UNIT_YOU_SOURCE = "You", + UNIT_YOU_SOURCE_POSSESSIVE = "Your", +} diff --git a/env/combatlog_esES.lua b/env/combatlog_esES.lua new file mode 100644 index 00000000..e62d8e4e --- /dev/null +++ b/env/combatlog_esES.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (ES) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["esES"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "daña", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%2$s de %1$s refleja %9$s daño %7$s a %4$s.%6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s refleja %9$s daño %7$s a %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED = "fallado", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(Bloqueado)", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%4$s bloqueó %2$s de %1$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s bloqueó %2$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(Desviado)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%4$s desvió %2$s de %1$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s desvió %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(Esquivado)", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%4$s esquivó %2$s de %1$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s esquivó %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(Evadido)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%4$s evadió %2$s de %1$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%4$s evadió %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%2$s de %1$s no alcanzó a %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s no alcanzó a %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(Inmune)", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%2$s de %1$s falló. %4$s era inmune.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s falló. %4$s era inmune.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(Fallado)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%2$s de %1$s no alcanza a %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s no alcanza a %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(Parado)", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%4$s paró %2$s de %1$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s paró %2$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(Resistido)", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%4$s resistió por completo %2$s de %1$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s resistió por completo %2$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "daño transferido", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%4$s absorbió el daño de %2$s de %1$s. %6$s.", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%2$s de %1$s inflige %9$s de daño a %4$s.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%2$s de %1$s inflige %9$s de daño a %4$s. %6$s.", + ACTION_ENCHANT_APPLIED = "aplicado a", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s lanza %2$s a %5$s de %4$s.", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "eliminado de", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s se desvanece de %5$s de %4$s.", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "dañó", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "Ahogamiento", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s se está ahogando y pierde %9$s salud.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "Caída", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s cae y pierde %9$s salud.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "Fatiga", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s sufre agotamiento y pierde %9$s salud.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "Fuego", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s sufre %9$s daño de Fuego.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s pierde %9$s salud por daño recibido del entorno.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "Lava", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s pierde %9$s salud por nadar en lava. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "Cieno", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s pierde %9$s salud por nadar en el cieno. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "mató", + ACTION_PARTY_KILL_FULL_TEXT = "¡%1$s mató a %4$s!", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "está fuera de combate", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "¡%1$s ha dejado fuera de combate a %4$s!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "disparo", + ACTION_RANGE_DAMAGE = "alcanzó", + ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s da a %4$s un golpe a distancia y le inflige %5$s.%6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "Un golpe a distancia alcanza a %4$s y le inflige %5$s.%6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "falló", + ACTION_RANGE_MISSED_ABSORB = "(Absorbido)", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%4$s absorbió el golpe de %1$s.%6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "(Bloqueado)", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%4$s bloqueó el golpe de %1$s.%6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(Desviado)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%4$s desvió el golpe de %1$s.", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "(Esquivado)", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%4$s esquivó el golpe de %1$s.", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(Evadido)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%4$s evadió el golpe de %1$s.", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "El golpe de %1$s no alcanza a %4$s.", + ACTION_RANGE_MISSED_IMMUNE = "(Inmune)", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "El golpe de %1$s falló. %4$s era inmune.", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(Lanzamiento fallado)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "El golpe de %1$s ha fallado al lanzarse hacia %4$s.", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(Fallado)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "El golpe de %1$s no alcanza a %4$s.", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "(Parado)", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%4$s paró el golpe de %1$s.", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "(Resistido)", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%4$s resistió por completo el golpe de %1$s.%6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "aplicó", + ACTION_SPELL_AURA_APPLIED_BUFF = "aplicó", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s gana %2$s de %1$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gana %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s gana %1$s de %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s gana %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "afectó", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "A %4$s le afecta %2$s de %1$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "A %4$s le afecta %2$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "A %4$s le afecta %1$s de %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "A %4$s le afecta %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "acumuló", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "acumuló", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s gana %2$s de %1$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gana %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "afectó", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "A %4$s le afecta %2$s de %1$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "A %4$s le afecta %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "rompió", + ACTION_SPELL_AURA_BROKEN_BUFF = "rompió", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s rompió %2$s de %4$s.", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "Alguien ha roto %2$s de %1$s.", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "rompió", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s rompió %2$s de %4$s.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "Alguien ha roto %2$s de %1$s.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "rompió", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s %5$s rompió %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s rompió %2$s de %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "rompió", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s %5$s rompió %4$s %2$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s rompió %2$s de %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "restableció", + ACTION_SPELL_AURA_REFRESH_BUFF = "restableció", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%2$s de %1$s restablecido en %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%2$s se restablece en %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s restablecido en %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s se restablece en %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "restableció", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%2$s de %1$s restablecido en %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s se restablece en %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s restablecido en %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s se restablece en %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "eliminó", + ACTION_SPELL_AURA_REMOVED_BUFF = "perdió", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%2$s de %1$s se desvanece de %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%2$s se desvanece de %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s se desvanece de %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s se desvanece de %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "disipó", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%2$s de %1$s se disipa de %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s se disipa de %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s se disipa de %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s se disipa de %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "redujo", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "redujo", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%2$s de %1$s (%9$s) disminuye.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) disminuye.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "disminuyó", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%2$s de %1$s (%9$s) decrece.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) decrece.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%2$s de %1$s se eliminó de %4$s.", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%2$s de %1$s se eliminó de %4$s.", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "golpea", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%1$s %2$s golpea a %4$s por %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s golpea a %4$s por %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "reparado", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%1$s %2$s repairs %4$s durante %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s repara %4$s durante %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "falló", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%2$s de %1$s falló.%6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "comenzó a lanzar", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s comienza a lanzar %2$s a %4$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s comienza a lanzar %2$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "Algo comienza a lanzar %2$s a %4$s.", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "lanzó", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s lanza %2$s a %4$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s lanza %2$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "Algo lanza %2$s a %4$s.", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "creó", + ACTION_SPELL_CREATE_FULL_TEXT = "%2$s de %1$s crea %4$s.%6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s crea %4$s.%6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "alcanzó", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%2$s de %1$s golpea a %4$s y le inflige %5$s.%6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s golpea a %4$s y le inflige %5$s.%6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "disipó", + ACTION_SPELL_DISPEL_BUFF = "disipó", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%2$s de %1$s disipa %4$s de %5$s.", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%2$s disipa %4$s de %5$s.", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "limpió", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%2$s de %1$s limpia %5$s de %4$s.", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s limpia %5$s de %4$s.", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "error al disipar", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%2$s de %1$s no logra disipar %4$s de %5$s.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s no logró disipar %4$s %5$s.", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "drenó", + ACTION_SPELL_DRAIN_FULL_TEXT = "%2$s de %1$s drena %9$s %8$s de %4$s.", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s drena %9$s p. de %8$s de %4$s.", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "pérdida de durabilidad", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "pérdida total de durabilidad", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%2$s de %1$s daña %4$s: todos los objetos dañados.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%2$s de %1$s daña %4$s: %5$s dañado.", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "energizó", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s gana %9$s de %8$s gracias a %2$s de %1$s.", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gana %9$s de %8$s gracias a %2$s.", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "%9$s %8$s ganado", + ACTION_SPELL_EXTRA_ATTACKS = "otorgó ataques extra", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s gana %9$s ataques extra con %2$s.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "%2$s otorga %9$s ataques extra.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "sanó", + ACTION_SPELL_HEAL_FULL_TEXT = "%2$s de %1$s sana %9$s a %4$s.%6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s sana %9$s a %4$s.%6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "mató", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%2$s de %1$s mata al instante a %4$s.", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s mata a %4$s al instante.", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "está fuera de combate", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s deja fuera de combate a %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s deja fuera de combate a %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "interrumpió", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%2$s de %1$s interrumpe %5$s de %4$s.", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s interrumpe %5$s de %4$s.", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "drenó", + ACTION_SPELL_LEECH_FULL_TEXT = "%1$s %2$s drena %9$s %8$s de %4$s. %1$s gana %10$s %8$s.", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s drena %9$s %8$s de %4$s.", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "%10$s %8$s ganado", + ACTION_SPELL_MISSED = "fallado", + ACTION_SPELL_MISSED_ABSORB = "Absorbido", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%4$s absorbió %2$s de %1$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%4$s absorbió %2$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "Bloqueado", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%4$s bloqueó %2$s de %1$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s bloqueó %2$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "Desviado", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%4$s desvió %2$s de %1$s.", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s desvió %2$s.", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "Esquivado", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%4$s esquivó %2$s de %1$s.", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s esquivó %2$s.", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "Evadido", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%4$s evadió %2$s de %1$s.", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%4$s evadió %2$s.", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%2$s de %1$s no alcanzó a %4$s.", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s no alcanzó a %4$s.", + ACTION_SPELL_MISSED_IMMUNE = "Inmune", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%2$s de %1$s falló. %4$s era inmune.", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s falló. %4$s era inmune.", + ACTION_SPELL_MISSED_MISFIRE = "Lanzamiento fallado", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%2$s de %1$s ha fallado al lanzarse hacia %4$s.", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s ha fallado al lanzarse hacia %4$s.", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "Fallado", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%2$s de %1$s no alcanza a %4$s.", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s no alcanza a %4$s.", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "Parado", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%4$s paró %2$s de %1$s.", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s paró %2$s.", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "reflejado", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%4$s reflejó %2$s de %1$s.", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%4$s reflejó %2$s.", + ACTION_SPELL_MISSED_RESIST = "resistido", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%4$s resistió por completo %2$s de %1$s.%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s resistió por completo %2$s.%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "dañó", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s sufre %5$s daño de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s sufre %5$s daño de %2$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "drenó", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%2$s de %1$s drena %9$s %8$s de %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s drena %9$s %8$s de %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "energizó", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s gana %9$s de %8$s gracias a %2$s de %1$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gana %9$s de %8$s gracias a %2$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "$extraAmount %8$s ganado", + ACTION_SPELL_PERIODIC_HEAL = "sanó", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s gana %9$s salud gracias a %1$s %2$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s gana %9$s salud gracias a %2$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "drenó", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s %2$s drena %9$s %8$s de %4$s. %1$s gana %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s drena %9$s %8$s de %4$s. %1$s gana %10$s %8$s.", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(%10$s %8$s ganado)", + ACTION_SPELL_PERIODIC_MISSED = "falla tic", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s Absorbido)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%4$s absorbió %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%4$s absorbió %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(Bloqueado)", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%4$s bloqueó el efecto periódico de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s bloqueó el efecto periódico de %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(Desviado)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%4$s desvió el efecto periódico de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%4$s desvió el efecto periódico de %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "(Esquivado)", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%4$s esquivó el efecto periódico de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s esquivó el efecto periódico de %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(Evadido)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%4$s evadió el efecto periódico de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%4$s evadió el efecto periódico de %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%2$s de %1$s no tiene efecto periódico sobre %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s no tiene efecto periódico sobre %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(Inmune)", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s era inmune a %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s era inmune a %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "(Fallado)", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "El efecto periódico de %2$s de %1$s no alcanzó a %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "El efecto periódico de %2$s no alcanzó a %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "(Parado)", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%4$s paró el efecto periódico de %2$s de %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s paró el efecto periódico de %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "(Resistido)", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%2$s de %1$s no afecta a %4$s. %4$s resistió.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s no afecta a %4$s. %4$s resistió.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "resucitado", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s %2$s resucita a %4$s.%6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s resucita a %4$s.%6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "robó", + ACTION_SPELL_STOLEN_BUFF = "robó", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%2$s de %1$s roba %5$s de %4$s.", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s roba %5$s de %4$s.", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "robó", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%2$s de %1$s transfiere $extraSpell de %4$s a %1$s.", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s transfiere $extraSpell de %4$s.", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%2$s de %1$s roba %5$s de %4$s.", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s roba %5$s de %4$s.", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "invocó", + ACTION_SPELL_SUMMON_FULL_TEXT = "%2$s de %1$s invoca a %4$s.%6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s invoca a %4$s.%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "Golpe", + ACTION_SWING_DAMAGE = "alcanzó", + ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s da a %4$s un golpe cuerpo a cuerpo y le inflige %5$s.%6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "Un golpe cuerpo a cuerpo alcanza a %4$s y le inflige %5$s.%6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "falló", + ACTION_SWING_MISSED_ABSORB = "(Absorbido)", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%4$s absorbió el ataque de %1$s.%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "(Bloqueado)", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%4$s bloqueó el ataque de %1$s.%6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(Desviado)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%4$s desvió el ataque de %1$s.", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "(Esquivado)", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%4$s esquivó el ataque de %1$s.", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(Evadido)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%4$s evadió el ataque de %1$s.", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "El ataque de %1$s no alcanza a %4$s.", + ACTION_SWING_MISSED_IMMUNE = "(Inmune)", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "El ataque de %1$s ha fallado. %4$s era inmune.", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(Lanzamiento fallado)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "El ataque de %1$s ha fallado al lanzarse hacia %4$s.", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(Fallado)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "El ataque de %1$s no alcanza a %4$s.", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "(Parado)", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%4$s paró el ataque de %1$s.", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "(Resistido)", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%4$s resistió por completo el ataque de %1$s.%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "se desmaya", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s se desmaya.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "destruyó", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s ha sido destruido.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "murió", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s ha muerto.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "se disipa", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s se disipa.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "Añadir", + ADDITIONAL_FILTERS = "Filtros adicionales", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "¿Mostrar todo lo referente a %s?", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "Mostrar todo", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "¿Qué le pasó a %s?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "¿Qué hizo %s?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "¿Qué te hizo %s?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "Restablecer", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "Guardar como nuevo filtro", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "Ocultar los mensajes como este.", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "Vincular %s a chat.", + COMBATLOG_UNKNOWN_UNIT = "Algo", + COMBAT_FACTION_CHANGE = "Reputación", + COMBAT_HONOR_GAIN = "Honor", + COMBAT_LOG_UNIT_YOU_ENABLED = "0", + COMBAT_MISC_INFO = "Info. misc.", + COMBAT_XP_GAIN = "Experiencia", + DAMAGE_SHIELD = "Escudos de daño", + DEFAULT_COMBATLOG_FILTER_NAME = "Filtro %d", + ENTER_FILTER_NAME = "Escribe el nombre del filtro:", + ENVIRONMENTAL_DAMAGE = "Daño del entorno", + QUICKBUTTON_NAME_ME = "Me afecta", + QUICKBUTTON_NAME_ME_TOOLTIP = "Mostrar todo lo que me afecta.", + QUICKBUTTON_NAME_MY_ACTIONS = "Mis acciones", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "Mostrar mensajes de tus acciones.", + STRING_SCHOOL_UNKNOWN = "Desconocido", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %3$s %2$s %4$s %5$s. %6$s", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(%s restante)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s absorbido)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s bloqueado)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(Crítico)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(Crítico)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(Aplastamiento)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount $resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(Refilón)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(Multigolpe)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s sobreenergizado)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s de exceso de sanación)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s excedente)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d Parado)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "Reflejado", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s resistido)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s de daño de vulnerabilidad)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "Tú", + UNIT_YOU_DEST = "Tú", + UNIT_YOU_DEST_POSSESSIVE = "Tu", + UNIT_YOU_SOURCE = "Tú", + UNIT_YOU_SOURCE_POSSESSIVE = "Tu", +} diff --git a/env/combatlog_frFR.lua b/env/combatlog_frFR.lua new file mode 100644 index 00000000..1b51f0c9 --- /dev/null +++ b/env/combatlog_frFR.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (FR) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["frFR"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "inflige des dégâts", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%2$s %1$s renvoie %9$s de dégâts |2 %7$s à %4$s.%6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s renvoie %9$s de dégâts |2 %7$s à %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED = "rate", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(Bloque)", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%2$s %1$s est bloqué par %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s est bloqué par %4$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(Dévie)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%2$s %1$s est dévié par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s est dévié par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(Esquive)", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%2$s %1$s est esquivé par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s est esquivé par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(Évite)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%2$s %1$s est évité par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s est évité par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%2$s %1$s rate %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s rate %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(Insensible)", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%2$s %1$s a échoué. %4$s est insensible.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s a échoué. %4$s est insensible.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(Rate)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%2$s %1$s rate %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s rate %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(Pare)", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%2$s %1$s est paré par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s est paré par %4$s.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(Résiste)", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%4$s résiste entièrement à %2$s %1$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s résiste entièrement à %2$s.%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "partage les dégâts", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "Les dégâts |2 %2$s |2 %1$s sont absorbés par %4$s %6$s.", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%2$s %1$s inflige %9$s points de dégâts à %4$s.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%2$s |2 %1$s inflige %9$s points de dégâts à %4$s %6$s.", + ACTION_ENCHANT_APPLIED = "enchante", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s lance %2$s sur %5$s %4$s.", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "lève l'enchantement", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s s'efface |2 %5$s %4$s.", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "inflige des dégâts", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "Noyade", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s se noie et perd %9$s points de vie.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "Chute", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s tombe et perd %9$s points de vie.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "Fatigue", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s s'épuise et perd %9$s points de vie.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "Feu", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s subit %9$s points de dégâts de Feu.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s perd %9$s points de vie par dégâts de l'environnement.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "Lave", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s perd %9$s points de vie en nageant dans la lave. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "Gelée", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s perd %9$s points de vie en nageant dans la gelée. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "tue", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s a tué %4$s !", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "assommé", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s a assommé %4$s !", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "Tir", + ACTION_RANGE_DAMAGE = "touche", + ACTION_RANGE_DAMAGE_FULL_TEXT = "Le tir %1$s touche %4$s pour %5$s.%6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "Un tir touche %4$s pour %5$s.%6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "rate", + ACTION_RANGE_MISSED_ABSORB = "(Absorbe)", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "Le tir %1$s est absorbé par %4$s.%6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "(Bloque)", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "Le tir %1$s est bloqué par %4$s.%6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(Dévie)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "Le tir %1$s est dévié par %4$s.", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "(Esquive)", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "Le tir %1$s est esquivé par %4$s.", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(Évite)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "Le tir %1$s est évité par %4$s.", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "Le tir %1$s rate %4$s.", + ACTION_RANGE_MISSED_IMMUNE = "(Insensible)", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "Le tir %1$s a échoué. %4$s est insensible.", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(Tir accidentel)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "Le tir %1$s a touché %4$s par accident.", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(Raté)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "Le tir %1$s rate %4$s.", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "(Pare)", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "Le tir %1$s est paré par %4$s.", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "(Résiste)", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "Le tir %1$s a échoué, %4$s résiste entièrement.%6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "applique", + ACTION_SPELL_AURA_APPLIED_BUFF = "applique", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s gagne %2$s %1$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gagne %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s gagne %2$s %1$s. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s gagne %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "afflige", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s souffre |2 %2$s %1$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s souffre |2 %2$s.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s souffre |2 %2$s %1$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s souffre |2 %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "cumule", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "cumule", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s gagne %2$s %1$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s gagne %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "afflige", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s souffre |2 %2$s %1$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s souffre |2 %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "brise", + ACTION_SPELL_AURA_BROKEN_BUFF = "brise", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s brise %2$s %4$s.", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s %1$s a été brisé par quelqu'un.", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "brise", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s brise %2$s %4$s.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s %1$s a été brisé par quelqu'un.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "brise", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s brise %2$s %4$s avec %5$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s a brisé %2$s %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "brise", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s brise %2$s %4$s avec %5$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s brise %2$s %4$s.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "rafraîchit", + ACTION_SPELL_AURA_REFRESH_BUFF = "rafraîchit", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%2$s %1$s est rafraîchi sur %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%2$s est rafraîchi sur %4$s.", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%2$s %1$s est rafraîchi sur %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s est rafraîchi sur %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "rafraîchit", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%2$s %1$s est rafraîchi sur %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s est rafraîchi sur %4$s.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%2$s %1$s est rafraîchi sur %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s est rafraîchi sur %4$s. %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "enlève", + ACTION_SPELL_AURA_REMOVED_BUFF = "efface", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%2$s %1$s s'efface |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%2$s s'efface |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%2$s %1$s s'efface |2 %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s s'efface |2 %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "disparaît", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%2$s %1$s disparaît |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s se dissipe |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%2$s %1$s disparaît |2 %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s se dissipe |2 %4$s. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "réduit", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "réduit", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%2$s %1$s (%9$s) se réduit.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) se réduit.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "diminue", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%2$s %1$s (%9$s) diminue.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s (%9$s) diminue.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%2$s %1$s est enlevé |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%2$s %1$s est enlevé |2 %4$s.", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "frappe", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%2$s %1$s frappe %4$s pour %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s frappe %4$s pour %5$s.%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "répare", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%2$s %1$s répare %4$s pour %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s répare %4$s pour %9$s.%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "échoue", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%2$s %1$s échoue.%6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "commence à lancer", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s commence à lancer %2$s sur %4$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s commence à lancer %2$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "Quelqu'un commence à lancer %2$s sur %4$s.", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "lance", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s lance %2$s sur %4$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s lance %2$s.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "Quelque chose lance %2$s sur %4$s.", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "Crée", + ACTION_SPELL_CREATE_FULL_TEXT = "%2$s %1$s crée %4$s.%6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s crée %4$s.%6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "touche", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%2$s %1$s touche %4$s pour %5$s.%6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s touche %4$s pour %5$s.%6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "dissipe", + ACTION_SPELL_DISPEL_BUFF = "dissipe", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%5$s %4$s est dissipé par %2$s %1$s.", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s %4$s est dissipé par %2$s.", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "purifie", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%5$s %4$s est purifié par %2$s %1$s.", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s %4$s purifié par %2$s.", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "échec de dissipation", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%2$s %1$s n'arrive pas à dissiper %5$s %4$s.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s n'arrive pas à dissiper %5$s %4$s.", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "draine", + ACTION_SPELL_DRAIN_FULL_TEXT = "%2$s %1$s draine %9$s points |2 %8$s |2 %4$s.", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s draine %9$s %8$s |2 %4$s.", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "perte de durabilité", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "perte de durabilité complète", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%2$s %1$s endommage %4$s : tous les objets sont abîmés.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%2$s %1$s endommage %4$s : %5$s abîmé(e).", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "dynamise", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s gagne %9$s points |2 %8$s |2 %2$s %1$s.", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gagne %9$s points |2 %8$s |2 %2$s.", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "%9$s %8$s gagné", + ACTION_SPELL_EXTRA_ATTACKS = "confère des attaques supplémentaires", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s gagne %9$s attaques supplémentaires grâce à %2$s.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "%9$s attaques supplémentaires conférées par %2$s.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "soigne", + ACTION_SPELL_HEAL_FULL_TEXT = "%2$s %1$s soigne %4$s pour %9$s points.%6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s soigne %4$s pour %9$s points.%6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "tue", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%2$s %1$s tue instantanément %4$s.", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s tue instantanément %4$s.", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "assommé", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%2$s %1$s assomme %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s assomme %4$s.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "interrompt", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%2$s %1$s interrompt %5$s %4$s.", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s interrompt %5$s %4$s.", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "draine", + ACTION_SPELL_LEECH_FULL_TEXT = "%2$s %1$s draine %9$s points |2 %8$s |2 %4$s. %1$s gagne %10$s points |2 %8$s.", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s draine %9$s points |2 %8$s |2 %4$s.", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "%10$s points |2 %8$s gagnés", + ACTION_SPELL_MISSED = "rate", + ACTION_SPELL_MISSED_ABSORB = "Absorbé", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%2$s %1$s est absorbé par %4$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s est absorbé par %4$s.%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "Bloqué", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%2$s %1$s est bloqué par %4$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s est bloqué par %4$s.%6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "Dévie", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%2$s %1$s est dévié par %4$s.", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s est dévié par %4$s.", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "Esquive", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%2$s %1$s est esquivé par %4$s.", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s est esquivé par %4$s.", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "Évite", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%2$s %1$s est évité par %4$s.", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%2$s est évité par %4$s.", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%2$s %1$s rate %4$s.", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s rate %4$s.", + ACTION_SPELL_MISSED_IMMUNE = "Insensible", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%2$s %1$s a échoué. %4$s est insensible.", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s a échoué. %4$s est insensible.", + ACTION_SPELL_MISSED_MISFIRE = "Tir accidentel", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%2$s %1$s a touché %4$s par accident.", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s a touché %4$s par accident.", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "Raté", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%2$s %1$s rate %4$s.", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s rate %4$s.", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "Pare", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%2$s %1$s est paré par %4$s.", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s est paré par %4$s.", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "renvoyé", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%2$s %1$s est renvoyé par %4$s.", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%2$s est renvoyé par %4$s.", + ACTION_SPELL_MISSED_RESIST = "résiste", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%2$s %1$s a échoué, %4$s résiste entièrement.%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s a échoué, %4$s résiste entièrement.%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "inflige des dégâts", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s reçoit %5$s de dégâts |2 %2$s %1$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s reçoit %5$s de dégâts |2 %2$s.%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "draine", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%2$s %1$s draine %9$s %8$s |2 %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s draine %9$s points |2 %8$s |2 %4$s.", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "dynamise", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s gagne %9$s %8$s |2 %2$s %1$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s gagne %9$s points |2 %8$s |2 %2$s.", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "$extraAmount %8$s gagné", + ACTION_SPELL_PERIODIC_HEAL = "soigne", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s gagne %9$s points de vie |2 %2$s %1$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s gagne %9$s points de vie |2 %2$s.%6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "draine", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%2$s %1$s draine %9$s points |2 %8$s |2 %4$s. %1$s gagne %10$s points |2 %8$s.", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s draine %9$s points |2 %8$s |2 %4$s. %1$s gagne %10$s points |2 %8$s.", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(%10$s points |2 %8$s gagnés)", + ACTION_SPELL_PERIODIC_MISSED = "rate", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s absorbée)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%2$s %1$s est absorbé par %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s est absorbé par %4$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(Itération bloquée)", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%2$s %1$s a été bloqué par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s a été bloqué par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(Itération déviée)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%2$s %1$s a été dévié par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%2$s a été dévié par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "(Itération esquivée)", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%2$s %1$s a été esquivé par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s a été esquivé par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(Itération évitée)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%2$s %1$s a été évité par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s a été évité par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%2$s %1$s n'affecte pas %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s n'affecte pas %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(Insensible)", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s était insensible à %2$s %1$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s était insensible à %2$s.%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "(Itération échouée)", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%2$s %1$s a raté %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s a raté %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "(Itération parée)", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%2$s %1$s a été paré par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s a été paré par %4$s pour un temps.%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "(Itération résistée)", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%2$s %1$s n'affecte pas %4$s. %4$s résiste.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s n'affecte pas %4$s. %4$s résiste.%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "Ressuscite", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%2$s %1$s ressuscite %4$s.%6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s ressuscite %4$s.%6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "vole", + ACTION_SPELL_STOLEN_BUFF = "vole", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%2$s %1$s vole %5$s %4$s.", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s vole %5$s %4$s.", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "vole", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%2$s %1$s transfère $extraSpell %4$s à %1$s.", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s transfère $extraSpell %4$s.", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%2$s %1$s vole %5$s %4$s.", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s vole %5$s %4$s.", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "invoque", + ACTION_SPELL_SUMMON_FULL_TEXT = "%2$s %1$s invoque %4$s.%6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s invoque %4$s.%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "Coup", + ACTION_SWING_DAMAGE = "touche", + ACTION_SWING_DAMAGE_FULL_TEXT = "Le coup %1$s touche %4$s pour %5$s.%6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "Un coup touche %4$s pour %5$s.%6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "rate", + ACTION_SWING_MISSED_ABSORB = "(Absorbe)", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "L'attaque %1$s est absorbée par %4$s.%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "(Bloque)", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "L'attaque %1$s est bloquée par %4$s.%6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(Dévie)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "L'attaque %1$s est déviée par %4$s.", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "(Esquive)", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "L'attaque %1$s est esquivée par %4$s.", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(Évite)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "L'attaque %1$s est évitée par %4$s.", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "L'attaque %1$s rate %4$s.", + ACTION_SWING_MISSED_IMMUNE = "(Insensible)", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "L'attaque %1$s a échoué, %4$s est insensible.", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(Tir accidentel)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "L'attaque %1$s a touché %4$s par accident.", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(Raté)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "L'attaque %1$s rate %4$s.", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "(Parade)", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "L'attaque %1$s est parée par %4$s.", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "(Résistance)", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "L'attaque %1$s a échoué, %4$s résiste entièrement.%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "s'évanouit", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s s'évanouit.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "détruit", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s a été détruit.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "meurt", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s meurt.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "se dissipe", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s se dissipe.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "Ajouter", + ADDITIONAL_FILTERS = "Filtres supplémentaires", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "Afficher tout ce qui concerne %s.", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "Afficher tout", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "Qu'est-il arrivé à %s ?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "Qu'a fait %s ?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "Qu'est-ce que %s vous a fait ?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "Réinitialiser", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "Enregistrer comme nouveau filtre", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "Cacher les messages comme celui-ci.", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "Lier %s dans la discussion.", + COMBATLOG_UNKNOWN_UNIT = "Quelque chose", + COMBAT_FACTION_CHANGE = "Réputation", + COMBAT_HONOR_GAIN = "Honneur", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "Infos div.", + COMBAT_XP_GAIN = "Expérience", + DAMAGE_SHIELD = "Boucliers de dégâts", + DEFAULT_COMBATLOG_FILTER_NAME = "Filtre %d", + ENTER_FILTER_NAME = "Indiquez le nom du filtre :", + ENVIRONMENTAL_DAMAGE = "Dégâts de l'environnement", + QUICKBUTTON_NAME_ME = "Qu'est-ce qui m'est arrivé ?", + QUICKBUTTON_NAME_ME_TOOLTIP = "Montrer tout ce qu'on m'a fait.", + QUICKBUTTON_NAME_MY_ACTIONS = "Mes actions", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "Montre des messages pour les actions effectuées par vous.", + STRING_SCHOOL_UNKNOWN = "(Inconnu)", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %3$s %2$s %4$s %5$s. %6$s", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "|2 %s", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(%s restant)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s absorbé)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s bloqué)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(Critique)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(Critique)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(Écrasement)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultType : $resultAmount", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(Éraflure)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(Frappe multiple)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(Excès d'énergie %s)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(Excès de soins %s)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(Excès de dégâts %s)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d paré)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "Renvoyé", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s résisté)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s de dégâts de vulnérabilité)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "Vous", + UNIT_YOU_DEST = "Vous", + UNIT_YOU_DEST_POSSESSIVE = "votre personnage", + UNIT_YOU_SOURCE = "Vous", + UNIT_YOU_SOURCE_POSSESSIVE = "votre", +} diff --git a/env/combatlog_koKR.lua b/env/combatlog_koKR.lua new file mode 100644 index 00000000..5e88967b --- /dev/null +++ b/env/combatlog_koKR.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (KR) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["koKR"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "피해", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; 공격했지만 %4$s|1이;가; %9$s의 %7$s 피해를 반사했습니다. %6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; 공격했지만 %4$s|1이;가; %9$s의 %7$s 피해를 반사했습니다. %6$s", + ACTION_DAMAGE_SHIELD_MISSED = "적중하지 않음", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "방어함", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 방어했습니다. %6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 방어했습니다. %6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(튕김)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 튕겨냈습니다.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 튕겨냈습니다.", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "피함", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 교묘히 피했습니다.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 교묘히 피했습니다.", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(벗어남)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 벗어났습니다.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 벗어났습니다.", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "면역", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%1$s의 %2$s|1이;가; 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(빗나감)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "막음", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 막았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 막았습니다.", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "저항함", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 모두 저항했습니다. %6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 모두 저항했습니다. %6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "피해 분배", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%1$s의 %2$s|1으로;로; 인한 피해가 %4$s에게 흡수되었습니다. %6$s", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s에게 %9$s의 피해를 입혔습니다.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%1$s의 %2$s|1이;가; %4$s에게 %9$s의 피해를 입혔습니다. %6$s", + ACTION_ENCHANT_APPLIED = "마법부여 사용", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s|1이;가; %4$s의 %5$s에 %2$s|1을;를; 사용합니다.", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "마법부여 사라짐", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%4$s의 %5$s에서 %2$s 효과가 사라집니다.", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "피해", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "호흡 불가", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s|1이;가; 숨을 쉴 수 없어 %9$s의 피해를 입었습니다.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "낙하 충격", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s|1이;가; 낙하할 때의 충격으로 %9$s의 피해를 입었습니다.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "피로", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s|1이;가; 피로로 %9$s의 피해를 입었습니다.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "화염", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s|1이;가; %9$s의 화염 피해를 입었습니다.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s|1이;가; 환경에 의해 %9$s의 피해를 입었습니다.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "용암", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s|1이;가; 용암의 열기로 인해 %9$s의 피해를 입었습니다. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "독성", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s|1이;가; 독성으로 인해 %9$s의 피해를 입었습니다. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "죽임", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 죽였습니다.", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "기절", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 기절시켰습니다!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "원거리 공격", + ACTION_RANGE_DAMAGE = "피해", + ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s|1이;가; 원거리 공격으로 %4$s에게 %5$s의 피해를 입혔습니다. %6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "원거리 공격으로 %4$s|1이;가; %5$s의 피해를 입었습니다. %6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "적중하지 않음", + ACTION_RANGE_MISSED_ABSORB = "흡수됨", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격했지만 피해가 흡수되었습니다. %6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "방어함", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%4$s|1이;가; %1$s의 원거리 공격을 방어했습니다. %6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(튕김)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격했지만 튕겨냈습니다.", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "피함", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%1$s|1이;가; 원거리로 공격했지만 %4$s|1이;가; 교묘히 피했습니다.", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(벗어남)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격했지만 빗나갔습니다.", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격했지만 적중하지 않았습니다.", + ACTION_RANGE_MISSED_IMMUNE = "면역", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "%1$s의 원거리 공격이 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(공격 실패)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격하려 했지만 실패했습니다.", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(빗나감)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 원거리로 공격했지만 적중하지 않았습니다.", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "막음", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%1$s|1이;가; 원거리로 공격했지만 %4$s|1이;가; 막았습니다.", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "저항함", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%4$s|1이;가; %1$s의 원거리 공격을 모두 저항했습니다. %6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "효과 적용", + ACTION_SPELL_AURA_APPLIED_BUFF = "사용", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s 효과를 얻었습니다.", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s 효과를 얻었습니다.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s 효과를 얻었습니다. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s 효과를 얻었습니다. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "걸림", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s에 걸렸습니다.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s에 걸렸습니다.", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s에 걸렸습니다. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s에 걸렸습니다. %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "겹쳐짐", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "겹쳐짐", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s 효과를 얻었습니다. (%9$s)", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s 효과를 얻었습니다. (%9$s)", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "걸림", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s에 걸렸습니다. (%9$s)", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s에 걸렸습니다. (%9$s)", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "파괴", + ACTION_SPELL_AURA_BROKEN_BUFF = "파괴", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s|1을;를; 해제했습니다.", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%1$s의 %2$s|1이;가; 해제되었습니다.", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "파괴", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s|1을;를; 해제했습니다.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%1$s의 %2$s|1이;가; 해제되었습니다.", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "파괴", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s|1이;가; %5$s|1으로;로; %4$s의 %2$s|1을;를; 해제했습니다.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s|1으로;로; %4$s의 %2$s|1이;가; 해제되었습니다.", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "파괴", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s|1이;가; %5$s|1으로;로; %4$s의 %2$s|1을;를; 해제했습니다.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s|1으로;로; %4$s의 %2$s|1이;가; 해제되었습니다.", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "지속시간 초기화", + ACTION_SPELL_AURA_REFRESH_BUFF = "지속시간 초기화", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s 효과를 초기화합니다.", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%4$s의 %2$s 주문 지속시간이 초기화됩니다.", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s 효과를 초기화합니다. %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s의 %2$s 주문 지속시간이 초기화됩니다. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "지속시간 초기화", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s 효과를 초기화합니다.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s의 %2$s 주문 지속시간이 초기화됩니다.", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s|1이;가; %4$s의 %2$s 효과를 초기화합니다. %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s의 %2$s 주문 지속시간이 초기화됩니다. %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "제거", + ACTION_SPELL_AURA_REMOVED_BUFF = "효과 사라짐", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%4$s에게서 %1$s의 %2$s 효과가 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s에게서 %2$s 효과가 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s에게서 %1$s의 %2$s 효과가 사라졌습니다. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s에게서 %2$s 효과가 사라졌습니다. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "사라짐", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%1$s의 %2$s|1이;가; %4$s에게서 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s에게서 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s의 %2$s|1이;가; %4$s에게서 사라졌습니다. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s에게서 사라졌습니다. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "감소", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "감소", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%1$s의 %2$s(%9$s) 효과가 감소했습니다.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s) 효과가 감소했습니다.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "감소", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%2$s(%9$s)|1이;가; %1$s에게서 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s)|1이;가; 사라졌습니다.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%1$s의 %2$s|1이;가; %4$s에게서 제거되었습니다.", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%1$s의 %2$s|1이;가; %4$s에게서 제거되었습니다.", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "손상", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격하여 %5$s의 피해를 입혔습니다. %6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격하여 %5$s의 피해를 입혔습니다. %6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "수리", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 체력이 %9$s만큼 복구되었습니다. %6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 체력이 %9$s만큼 복구되었습니다. %6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "사용 실패", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%1$s|1이;가; %2$s 시전에 실패했습니다. %6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "시전 시작", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s|1이;가; %4$s에게 %2$s 시전을 시작합니다.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s|1이;가; %2$s 시전을 시작합니다.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "무엇인가가 %4$s에게 %2$s 시전을 시작합니다.", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "시전", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s|1이;가; %4$s에게 %2$s|1을;를; 시전합니다.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s|1이;가; %2$s|1을;를; 시전합니다.", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "무엇인가가 %4$s에게 %2$s 시전을 시작합니다.", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "만듦", + ACTION_SPELL_CREATE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 만들었습니다. %6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 만들었습니다. %6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "피해", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s에게 %5$s의 피해를 입혔습니다. %6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1이;가; %5$s의 피해를 입었습니다. %6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "무효화", + ACTION_SPELL_DISPEL_BUFF = "무효화", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%4$s의 %5$s|1이;가; %1$s의 %2$s|1으로;로; 무효화되었습니다.", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%4$s의 %5$s|1이;가; %2$s|1으로;로; 무효화되었습니다.", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "해제", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%4$s의 %5$s|1이;가; %1$s의 %2$s|1으로;로; 해제되었습니다.", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s의 %5$s|1이;가; %2$s|1으로;로; 해제되었습니다.", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "무효화 실패", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s에게 걸려 있는 %5$s|1을;를; 무효화하지 못했습니다.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s에게 걸려 있는 %5$s|1을;를; 무효화하지 못했습니다.", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "소진", + ACTION_SPELL_DRAIN_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s의 %8$s|1을;를; %9$s만큼 소진시켰습니다.", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s의 %8$s|1을;를; %9$s만큼 소진시켰습니다.", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "내구도 감소", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "전체 내구도 감소", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s에게 피해를 입혔습니다: 모든 아이템의 내구도가 감소했습니다.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s에게 피해를 입혔습니다: %5$s|1이;가; 손상되었습니다.", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "얻음", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1으로;로; %9$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1으로;로; %9$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "%9$s %8$s 얻음", + ACTION_SPELL_EXTRA_ATTACKS = "추가 공격", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %9$s회의 추가 공격 기회를 얻었습니다.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %9$s회의 추가 공격 기회를 얻었습니다.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "생명력 회복", + ACTION_SPELL_HEAL_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 생명력이 %9$s만큼 회복되었습니다. %6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 생명력이 %9$s만큼 회복되었습니다. %6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "죽임", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; 즉시 %4$s|1을;를; 죽였습니다.", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; 즉시 %4$s|1을;를; 죽였습니다.", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "기절", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s|1이;가; %4$s|1을;를; 기절시킵니다.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s|1을;를; 기절시킵니다.", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "차단", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s의 %5$s|1을;를; 차단했습니다.", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %5$s|1을;를; 차단했습니다.", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "소진", + ACTION_SPELL_LEECH_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 %8$s|1이;가; %9$s만큼 소진되었습니다. %1$s|1이;가; %10$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %8$s|1이;가; %9$s만큼 소진되었습니다.", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "%10$s %8$s 얻음", + ACTION_SPELL_MISSED = "적중하지 않음", + ACTION_SPELL_MISSED_ABSORB = "흡수됨", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 피해가 흡수되었습니다. %6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 피해가 흡수되었습니다. %6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "방어함", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 방어했습니다. %6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 방어했습니다. %6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "튕김", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 튕겨냈습니다.", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 튕겨냈습니다.", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "피함", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 교묘히 피했습니다.", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 교묘히 피했습니다.", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "벗어남", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 빗나갔습니다.", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 벗어났습니다.", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s에게 적중하지 않았습니다.", + ACTION_SPELL_MISSED_IMMUNE = "면역", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%1$s의 %2$s|1이;가; 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_SPELL_MISSED_MISFIRE = "공격 실패", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격하려 했지만 실패했습니다.", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격하는 데 실패했습니다.", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "빗나감", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s에게 적중하지 않았습니다.", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "막음", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 공격했지만 막았습니다.", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 공격했지만 막았습니다.", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "반사함", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 반사했습니다.", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 반사했습니다.", + ACTION_SPELL_MISSED_RESIST = "저항함", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1을;를; 모두 저항했습니다. %6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1을;를; 모두 저항했습니다. %6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "피해", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1으로;로; %5$s의 피해를 입었습니다. %6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1으로;로; %5$s의 피해를 입었습니다. %6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "소진", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s의 %8$s|1을;를; %9$s만큼 소진시켰습니다.", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %8$s|1이;가; %9$s만큼 소진되었습니다.", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "얻음", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s|1으로;로; %9$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s|1으로;로; %9$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "$extraAmount %8$s 얻음", + ACTION_SPELL_PERIODIC_HEAL = "생명력 회복", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 생명력이 %9$s만큼 회복되었습니다. %6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 생명력이 %9$s만큼 회복되었습니다. %6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "소진", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 %8$s|1이;가; %9$s만큼 소진되었습니다. %1$s|1이;가; %10$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %8$s|1이;가; %9$s만큼 소진되었습니다. %1$s|1이;가; %10$s의 %8$s|1을;를; 얻었습니다.", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(%10$s %8$s 얻음)", + ACTION_SPELL_PERIODIC_MISSED = "적중하지 않음", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s 흡수됨)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%1$s의 %2$s|1이;가; 흡수되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 흡수되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "일시적으로 방어함", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 방어되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 방어되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(일시적으로 튕김)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 튕겨 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 튕겨 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "일시적으로 피함", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 회피되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 회피되어 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(일시적으로 벗어남)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 벗어나 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 벗어나 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "면역", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s|1이;가; %1$s의 %2$s에 면역입니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s|1이;가; %2$s에 면역입니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "일시적으로 적중하지 않음", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 적중하지 않아 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 적중하지 않아 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "일시적으로 막음", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%1$s의 %2$s|1이;가; 일시적으로 막혀 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; 일시적으로 막혀 %4$s에게 피해를 주지 못했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "일시적으로 저항함", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%1$s의 %2$s|1이;가; %4$s에게 피해를 주지 못했습니다. %4$s|1이;가; 저항했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s|1이;가; %4$s에게 피해를 주지 못했습니다. %4$s|1이;가; 저항했습니다. %6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "부활함", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 부활시켰습니다. %6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 부활시켰습니다. %6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "훔침", + ACTION_SPELL_STOLEN_BUFF = "훔침", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s의 %5$s|1을;를; 훔쳤습니다.", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %5$s|1을;를; 훔쳤습니다.", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "훔침", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%1$s의 %2$s|1으로;로; %4$s의 $extraSpell|1이;가; %1$s에게 이전되었습니다.", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 $extraSpell|1이;가; 이전되었습니다.", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s의 %5$s|1을;를; 훔쳤습니다.", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s의 %5$s|1을;를; 훔쳤습니다.", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "소환", + ACTION_SPELL_SUMMON_FULL_TEXT = "%1$s|1이;가; %2$s|1으로;로; %4$s|1을;를; 소환했습니다. %6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s|1으로;로; %4$s|1을;를; 소환했습니다. %6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "근접 공격", + ACTION_SWING_DAMAGE = "피해", + ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s|1이;가; 근접 공격으로 %4$s에게 %5$s의 피해를 입혔습니다. %6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "근접 공격으로 %4$s|1이;가; %5$s의 피해를 입었습니다. %6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "적중하지 않음", + ACTION_SWING_MISSED_ABSORB = "흡수됨", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격했지만 피해가 흡수되었습니다. %6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "방어함", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%1$s|1이;가; %4$s의 공격을 방어했습니다. %6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(튕김)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격했지만 튕겨냈습니다.", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "피함", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%4$s|1이;가; %1$s의 공격을 교묘히 피했습니다.", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(벗어남)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격했지만 벗어났습니다.", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_SWING_MISSED_IMMUNE = "면역", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "%1$s의 공격이 실패했습니다. %4$s|1은;는; 면역입니다.", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(공격 실패)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격하려 했지만 실패했습니다.", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(빗나감)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s|1이;가; %4$s|1을;를; 공격했지만 적중하지 않았습니다.", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "막음", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%4$s|1이;가; %1$s의 공격을 막았습니다.", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "저항함", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%4$s|1이;가; %1$s의 공격을 모두 저항했습니다. %6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "쓰러짐", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s|1이;가; 쓰러집니다.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "파괴됨", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s|1이;가; 파괴되었습니다.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "죽음", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s|1이;가; 죽었습니다.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "사라짐", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s|1이;가; 사라집니다.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "추가", + ADDITIONAL_FILTERS = "추가 필터", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "%s|1과;와; 관련된 기록을 모두 보여주십시오.", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "모두", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "%s에게 무슨 일이 일어났습니까?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "%s|1이;가; 무엇을 했습니까?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "%s|1이;가; 당신에게 무엇을 했습니까?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "원래대로", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "새 필터로 저장", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "같은 종류의 메시지 숨기기", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "%s|1을;를; 대화창으로 링크", + COMBATLOG_UNKNOWN_UNIT = "무엇인가", + COMBAT_FACTION_CHANGE = "평판", + COMBAT_HONOR_GAIN = "명예", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "기타 정보", + COMBAT_XP_GAIN = "경험치", + DAMAGE_SHIELD = "피해 보호막", + DEFAULT_COMBATLOG_FILTER_NAME = "필터: %d", + ENTER_FILTER_NAME = "필터 이름을 입력하십시오.", + ENVIRONMENTAL_DAMAGE = "환경 피해", + QUICKBUTTON_NAME_ME = "자신(대상)", + QUICKBUTTON_NAME_ME_TOOLTIP = "자신에게 행해진 모든 내용을 표시합니다.", + QUICKBUTTON_NAME_MY_ACTIONS = "자신의 행위", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "자신의 행위에 대한 메시지를 표시합니다.", + STRING_SCHOOL_UNKNOWN = "알 수 없음", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%1$s %2$s %4$s %5$s %3$s %6$s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %2$s %4$s %5$s %3$s %6$s", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(%s 남음)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s 흡수됨)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s 피해 방어)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(치명상)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(극대화)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(강타당함)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount $resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(비껴맞음)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(연속타격)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s 과충전)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s 초과 치유)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s 초과 피해)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d 막음)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "반사함", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s 저항함)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s 약점 피해)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "(%s %s)", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "당신", + UNIT_YOU_DEST = "당신", + UNIT_YOU_DEST_POSSESSIVE = "당신", + UNIT_YOU_SOURCE = "당신", + UNIT_YOU_SOURCE_POSSESSIVE = "당신", +} diff --git a/env/combatlog_ruRU.lua b/env/combatlog_ruRU.lua new file mode 100644 index 00000000..38004a2a --- /dev/null +++ b/env/combatlog_ruRU.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (RU) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["ruRU"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "Урон", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "\"%2$s\" |3-1(%1$s) отражает %9$s |4единицу:единицы:единиц; %7$s на |3-3(%4$s)%6$s.", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "\"%2$s\" отражает %9$s |4единицу:единицы:единиц; %7$s на |3-3(%4$s)%6$s.", + ACTION_DAMAGE_SHIELD_MISSED = "Промах", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = ": выстрел блокирован", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%4$s блокирует заклинание \"%2$s\" |3-1(%1$s)%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s блокирует заклинание \"%2$s\"%6$s.", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = ": выстрел отклонен", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%4$s отклоняет заклинание \"%2$s\" |3-1(%1$s).", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s отклоняет заклинание \"%2$s\".", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = ": уклонение", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%4$s уклоняется от заклинания \"%2$s\" |3-1(%1$s).", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s уклоняется от заклинания \"%2$s\".", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = ": атака не достигла цели", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "Заклинание \"%2$s\" |3-1(%1$s) не достигает |3-1(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "Заклинание \"%2$s\" не достигает |3-1(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "\"%2$s\" |3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "\"%2$s\" не попадает по |3-2(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = ": цель невосприимчива", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%4$s обладает невосприимчивостью к заклинанию \"%2$s\" |3-1(%1$s).", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s обладает невосприимчивостью к заклинанию \"%2$s\".", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = ": промах", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "\"%2$s\" |3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "\"%2$s\" не попадает по |3-2(%4$s).", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = ": выстрел парирован", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%4$s парирует способность \"%2$s\" |3-1(%1$s).", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s парирует способность \"%2$s\".", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = ": сопротивление", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%4$s полностью сопротивляется заклинанию \"%2$s\" |3-1(%1$s)%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s полностью сопротивляется заклинанию \"%2$s\"%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "Разделение урона", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%4$s поглощает урон от заклинания \"%2$s\" |3-1(%1$s) %6$s", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит |3-2(%4$s) %9$s |4единицу:единицы:единиц; урона.", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит %9$s ед. урона |3-2(%4$s) %6$s", + ACTION_ENCHANT_APPLIED = "зачаровано", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s накладывает чары \"%2$s\" на предмет \"%5$s\" |3-1(%4$s).", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "чары развеялись", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "Эффект \"%2$s\" перестает действовать на предмете |3-1(%4$s) \"%5$s\".", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "Урон", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "Утопление", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s тонет и теряет %9$s |4единицу:единицы:единиц; здоровья.", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "Падение", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s падает и теряет %9$s |4единицу:единицы:единиц; здоровья.", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "Усталость", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s от усталости теряет %9$s |4единицу:единицы:единиц; здоровья.", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "Огонь", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s получает %9$s |4единицу:единицы:единиц; урона от огня.", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s теряет %9$s |4единицу:единицы:единиц; здоровья из-за опасностей окружающего мира.", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "Лава", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s погружается в лаву и теряет %9$s |4единицу:единицы:единиц; здоровья. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "Слизь", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s погружается в слизь и теряет %9$s |4единицу:единицы:единиц; здоровья. %6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "Убийство", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s убивает |3-3(%4$s)!", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "нейтрализован", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "Игрок %1$s нейтрализовал |3-3(%4$s)!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "Дальний бой", + ACTION_RANGE_DAMAGE = "Попадание", + ACTION_RANGE_DAMAGE_FULL_TEXT = "Атака дальнего боя |3-1(%1$s) бьет по |3-2(%4$s) на %5$s%6$s.", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "Атака дальнего боя бьет по |3-2(%4$s) на %5$s%6$s.", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "Промах", + ACTION_RANGE_MISSED_ABSORB = ": поглощение", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%4$s поглощает выстрел |3-1(%1$s)%6$s.", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = ": выстрел блокирован", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%1$s блокирует выстрел |3-1(%4$s)%6$s.", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = ": выстрел отклонен", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%4$s отклоняет выстрел |3-1(%1$s).", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = ": уклонение", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%4$s уклоняется от выстрела |3-1(%1$s).", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = ": атака не достигла цели", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "Выстрел |3-1(%1$s) не достигает |3-1(%4$s).", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "%1$s не попадает по |3-2(%4$s).", + ACTION_RANGE_MISSED_IMMUNE = ": цель невосприимчива", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "%4$s обладает невосприимчивостью к выстрелу |3-1(%1$s).", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "Промах.", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "Выстрел 3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = ": промах", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s не попадает по |3-2(%4$s).", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = ": выстрел парирован", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%4$s парирует выстрел |3-1(%1$s).", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = ": сопротивление", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%4$s полностью сопротивляется выстрелу |3-1(%1$s)%6$s.", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "накладывается", + ACTION_SPELL_AURA_APPLIED_BUFF = "накладывается", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "На |3-3(%4$s) накладывается эффект \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s обретает %2$s.", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "На |3-3(%4$s) накладывается эффект \"%2$s\" |3-1(%1$s). %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "На |3-3(%4$s) накладывается эффект \"%2$s\". %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "Негативный эффект", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s находится под воздействием эффекта \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s находится под воздействием эффекта \"%2$s\".", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s находится под воздействием эффекта \"%2$s\" |3-1(%1$s). %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s находится под воздействием эффекта \"%2$s\". %11$s", + ACTION_SPELL_AURA_APPLIED_DOSE = "Суммирование", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "Суммирование", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "На |3-3(%4$s) накладывается эффект \"%2$s\" |3-1(%1$s) (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s получает %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "Негативный эффект", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s находится под воздействием эффекта \"%2$s\" |3-1(%1$s) (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s находится под воздействием %2$s (%9$s).", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "прервано", + ACTION_SPELL_AURA_BROKEN_BUFF = "прервано", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "\"%4$s\" |3-1(%2$s) снято |3-4(%1$s).", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "Кто-то прервал действие заклинания \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "прервано", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "\"%4$s\" |3-1(%2$s) снято |3-4(%1$s).", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "Кто-то прервал действие заклинания \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "прервано", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%5$s |3-1(%1$s) прекращает действие эффекта \"%2$s\" на |3-3(%4$s).", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s прерывает действие \"%2$s\" |3-1(%4$s).", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "прервано", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%5$s |3-1(%1$s) прекращает действие эффекта \"%2$s\" на |3-3(%4$s).", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s прерывает действие \"%2$s\" |3-1(%4$s).", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "обновлено", + ACTION_SPELL_AURA_REFRESH_BUFF = "обновлено", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s) обновлен на |3-5(%4$s).", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "Эффект \"%2$s\" обновлен на |3-5(%4$s).", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s) обновлен на |3-5(%4$s). %11$s", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Эффект \"%2$s\" обновлен на |3-5(%4$s). %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "обновлено", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s) обновлен на |3-5(%4$s).", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "Эффект \"%2$s\" обновлен на |3-5(%4$s).", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s) обновлен на |3-5(%4$s). %11$s", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Эффект \"%2$s\" обновлен на |3-5(%4$s). %11$s", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "Снятие", + ACTION_SPELL_AURA_REMOVED_BUFF = "Окончание действия", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "Действие эффекта \"%2$s\", наложенного |3-4(%1$s) на |3-3(%4$s), заканчивается.", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "Действие эффекта \"%2$s\" на |3-2(%4$s) заканчивается.", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "Действие эффекта \"%2$s\", наложенного |3-4(%1$s) на |3-3(%4$s), заканчивается. %11$s", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Действие эффекта \"%2$s\", наложенного на |3-3(%4$s), заканчивается. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "Прекращение действия", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s), наложенный на |3-3(%4$s), рассеивается.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s рассеивается на %4$s.", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "Эффект \"%2$s\" |3-1(%1$s), наложенный на |3-3(%4$s), рассеивается. %11$s", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "Эффект \"%2$s\", наложенный на |3-3(%4$s), рассеивается. %11$s", + ACTION_SPELL_AURA_REMOVED_DOSE = "Сокращение", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "Сокращение", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "Действие эффекта |3-1(%1$s) \"%2$s\" (%9$s) проходит.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "Действие эффекта \"%2$s\" (%9$s) ослабляется.", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "Уменьшение", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "Действие эффекта \"%2$s\" |3-1(%1$s) (%9$s) заканчивается.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "\"%2$s\" (%9$s) прекращает свое действие.", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "С |3-1(%4$s) снято заклинание \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "С |3-1(%4$s) снято заклинание \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "бьет", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%2$s |3-1(%1$s) наносит |3-2(%4$s) %5$s%6$s.", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s наносит |3-2(%4$s) %5$s%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "отремонтировано", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%2$s |3-1(%1$s) ремонтирует %4$s на %9$s ед.%6$s.", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s ремонтирует |3-3(%4$s) на %9$s ед.%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "Неудача.", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "Заклинание \"%2$s\" |3-1(%1$s) не сработало. %6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "Начало применения", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s начинает применять способность %2$s к |3-2(%4$s).", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s начинает применять способность %2$s.", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "Что-то начинает применять способность %2$s к |3-2(%4$s).", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "Применение", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s применяет заклинание \"%2$s\" на |3-3(%4$s).", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s применяет заклинание \"%2$s\".", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "На |3-3(%4$s) накладывается эффект \"%2$s\".", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "создает", + ACTION_SPELL_CREATE_FULL_TEXT = "\"%2$s\" |3-1(%1$s) создает предмет \"%4$s\"%6$s.", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "\"%2$s\" создает \"%4$s\"%6$s.", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "Попадание", + ACTION_SPELL_DAMAGE_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит |3-2(%4$s) %5$s%6$s.", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "\"%2$s\" наносит |3-2(%4$s) урон: %5$s. %6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "Развеивание", + ACTION_SPELL_DISPEL_BUFF = "Развеивание", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%5$s |3-1(%4$s) рассеивается заклинанием \"%2$s\" |3-1(%1$s).\"", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "\"%2$s\" рассеивает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "Очищение", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "\"%2$s\" |3-1(%1$s) очищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "\"%2$s\" очищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "Не удалось развеять.", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "Заклинанию |3-1(%1$s) \"%2$s\" не удалось развеять заклинание |3-1(%4$s) \"%5$s\".", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "Заклинанию \"%2$s\" не удается развеять заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "Похищение", + ACTION_SPELL_DRAIN_FULL_TEXT = "\"%1$s\" |3-1(%2$s) отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) у |3-1(%4$s).", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = " %2$s отнимает у |3-1(%4$s) %9$s |4единицу:единицы:единиц; |3-1(%8$s ).", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "Повреждение предмета", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "Повреждение всех предметов", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит урон |3-2(%4$s): повреждаются все предметы.", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит урон |3-2(%4$s). Поврежден предмет: %5$s.", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "Энергия", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s получает %9$s |4единицу:единицы:единиц; |3-1(%8$s) от заклинания \"%2$s\" |3-1(%1$s).\"", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s получает %9$s |4единицу:единицы:единиц; |3-1(%8$s) благодаря заклинанию \"%2$s\".", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "Получено %9$s |4единица:единицы:единиц; %8$s", + ACTION_SPELL_EXTRA_ATTACKS = "Дополнительные атаки", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "\"%2$s\" дает |3-2(\"%1$s) %9$s |4дополнительную атаку:дополнительных атаки:дополнительных атак;.", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "\"%2$s\" дает %9$s |4дополнительную атаку:дополнительных атаки:дополнительных атак;.", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "Лечение", + ACTION_SPELL_HEAL_FULL_TEXT = "\"%2$s\" |3-1(%1$s) исцеляет |3-3(%4$s) на %9$s |4единицу:единицы:единиц; здоровья%6$s.", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "\"%2$s\" исцеляет |3-3(%4$s) на %9$s |4единицу:единицы:единиц; %6$s.", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "Убийство", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "\"%2$s\" |3-1(%1$s) мгновенно убивает |3-3(%4$s).", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "\"%2$s\" мгновенно убивает |3-3(%4$s).", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "нейтрализован", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s нейтрализует |3-3(%4$s).", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s нейтрализует |3-3(%4$s).", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "прерывание", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "\"%2$s\" |3-1(%1$s) прерывает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "\"%2$s\" прерывает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "Похищение", + ACTION_SPELL_LEECH_FULL_TEXT = "\"%2$s\" |3-1(%1$s) отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) из |3-1(%4$s). %1$s получает %10$s |4единицу:единицы:единиц; |3-1(%8$s).", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "\"%2$s\" отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) у |3-1(%4$s).", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "Получено %10$s |4единица:единицы:единиц; |3-1(%8$s)", + ACTION_SPELL_MISSED = "Промах", + ACTION_SPELL_MISSED_ABSORB = "Поглощение", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "\"%2$s\" |3-1(%1$s) поглощается |3-4(%4$s)%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%4$s поглощает заклинание \"%2$s\"%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "Блок", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%4$s блокирует заклинание \"%2$s\" |3-1(%1$s)%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s блокирует заклинание \"%2$s\"%6$s.", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "Отклонение", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%4$s отклоняет заклинание \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%4$s отклоняет заклинание \"%2$s\".", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "Уклонение", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%4$s уклоняется от заклинания \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s уклоняется от заклинания \"%2$s\".", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "Атака не достигла цели", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "Заклинание \"%2$s\" |3-1(%1$s) не достигает |3-1(%4$s).", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "Заклинание \"%2$s\" не достигает |3-1(%4$s).", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "\"%2$s\" |3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "\"%2$s\" не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_IMMUNE = "Невосприимчивость", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%4$s обладает невосприимчивостью к заклинанию \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s обладает невосприимчивостью к заклинанию \"%2$s\".", + ACTION_SPELL_MISSED_MISFIRE = "Промах", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "\"%1$s\" |3-1(%2$s) не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "\"%2$s\" не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "Промах", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "\"%2$s\" |3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "\"%2$s\" не попадает по |3-2(%4$s).", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "Парирование", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%4$s парирует способность \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s парирует способность \"%2$s\".", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "отражение", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%4$s отражает заклинание \"%2$s\" |3-1(%1$s).", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%4$s отражает заклинание \"%2$s\".", + ACTION_SPELL_MISSED_RESIST = "сопротивление", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%4$s полностью сопротивляется заклинанию \"%2$s\" |3-1(%1$s)%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%4$s полностью сопротивляется заклинанию \"%2$s\"%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "Урон", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "\"%2$s\" |3-1(%1$s) наносит |3-2(%4$s) %5$s%6$s.", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s получает %5$s от заклинания \"%2$s\"%6$s.", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "Похищение", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "\"%1$s\" |3-1(%2$s) отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) у |3-1(%4$s).", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "\"%2$s\" отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) у |3-1(%4$s).", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "Энергия", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s получает %9$s |4единицу:единицы:единиц; |3-1(%8$s) от заклинания \"%2$s\" |3-1(%1$s).\"", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s получает %9$s |4единицу:единицы:единиц; |3-1(%8$s) благодаря заклинанию \"%2$s\".", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "%8$s: +$extraAmount", + ACTION_SPELL_PERIODIC_HEAL = "Лечение", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s получает %9$s |4единицу:единицы:единиц; здоровья от заклинания \"%2$s\" |3-1(%1$s)%6$s.", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s получает %9$s |4единицу:единицы:единиц; здоровья от заклинания \"%2$s\". %6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "Похищение", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "\"%2$s\" |3-1(%1$s) отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) из |3-1(%4$s). %1$s получает %10$s |4единицу:единицы:единиц; |3-1(%8$s).", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "\"%2$s\" отнимает %9$s |4единицу:единицы:единиц; |3-1(%8$s) у |3-1(%4$s). %1$s получает %10$s |4единицу:единицы:единиц; |3-1(%8$s).", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = " (Получено %10$s |4единица:единицы:единиц; |3-1(%8$s))", + ACTION_SPELL_PERIODIC_MISSED = "Промах", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = " (поглощение: %1$s)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "\"%2$s\" |3-1(%1$s) поглощается |3-4(%4$s)%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%4$s поглощает заклинание \"%2$s\"%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = ": заклинание однократно блокировано", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%4$s временно блокирует заклинание \"%2$s\" |3-1(%1$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%4$s на мгновение блокирует заклинание \"%2$s\"%6$s.", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = ": однократное отклонение", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%4$s на мгновение отклоняет заклинание \"%2$s\" |3-1(%1$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%4$s на мгновение отклоняет заклинание \"%2$s\"%6$s.", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = ": однократное уклонение", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%4$s на мгновение уклоняется от заклинания \"%2$s\" |3-1(%1$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%4$s на мгновение уклоняется от заклинания \"%2$s\"%6$s.", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = ": временно не достигает цели", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "Заклинание \"%2$s\" |3-1(%1$s) на мгновение не достигает |3-1(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "Заклинание \"%2$s\" на мгновение не достигает |3-1(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "\"%2$s\" |3-1(%1$s) временно не действует на |3-3(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "\"%2$s\" временно не действует на |3-3(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = ": цель невосприимчива", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "На |3-3(%4$s) не подействовало заклинание |3-1(%1$s) \"%2$s\". %6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "На |3-3(%4$s) не подействовало заклинание \"%2$s\". %6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = ": однократный промах", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "\"%2$s\" |3-1(%1$s) на мгновение перестает действовать на |3-1(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "\"%2$s\" на мгновение перестает действовать на |3-1(%4$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = ": однократное парирование", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%4$s на мгновение парирует заклинание \"%2$s\" |3-1(%1$s)%6$s.", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%4$s на мгновение парирует заклинание \"%2$s\"%6$s.", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = ": однократное сопротивление", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "\"%2$s\" |3-1(%1$s) не действует на |3-3(%4$s). %4$s сопротивляется заклинанию. %6$s.", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "\"%2$s\" не действует на |3-3(%4$s). %4$s сопротивляется заклинанию. %6$s.", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "воскрешено", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s воскрешает |3-3(%4$s)%6$s с помощью заклинания \"%2$s\".", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s воскрешает %4$s%6$s.", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "Похищение", + ACTION_SPELL_STOLEN_BUFF = "Похищение", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "\"%2$s\" |3-1(%1$s) похищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "\"%2$s\" похищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "Похищение", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "\"%2$s\" |3-1(%1$s) передает заклинание |3-1(%4$s) \"$extraSpell\" |3-2(%1$s).", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "\"%2$s\" передает |3-2(%4$s) заклинание \"$extraSpell\".", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "\"%2$s\" |3-1(%1$s) похищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "\"%2$s\" похищает заклинание \"%5$s\" |3-1(%4$s).", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "призывает", + ACTION_SPELL_SUMMON_FULL_TEXT = "\"%2$s\" |3-1(%1$s) призывает |3-3(%4$s)%6$s.", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s призывает |3-3(%4$s)%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "Ближний бой", + ACTION_SWING_DAMAGE = "Попадание", + ACTION_SWING_DAMAGE_FULL_TEXT = "Атака ближнего боя |3-1(%1$s) наносит |3-2(%4$s) %5$s%6$s.", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "Атака ближнего боя бьет по |3-2(%4$s) на %5$s%6$s.", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "Промах", + ACTION_SWING_MISSED_ABSORB = ": поглощение", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%4$s поглощает атаку |3-1(%1$s)%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = ": выстрел блокирован", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%4$s%6$s блокирует атаку |3-1(%1$s).", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = ": выстрел отклонен", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%4$s отклоняет атаку |3-1(%1$s).", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = ": уклонение", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%4$s уклоняется от атаки |3-1(%1$s).", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = ": атака не достигла цели", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "Атака |3-1(%1$s) не достигает |3-1(%4$s).", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "%1$s не попадает по |3-2(%4$s).", + ACTION_SWING_MISSED_IMMUNE = ": цель невосприимчива", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "%4$s обладает невосприимчивостью к атаке |3-1(%1$s).", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "Промах.", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "Атака |3-1(%1$s) не попадает по |3-2(%4$s).", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = ": промах", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s не попадает по |3-2(%4$s).", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = ": выстрел парирован", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%4$s парирует атаку |3-1(%1$s).", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = ": сопротивление", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%4$s полностью сопротивляется атаке |3-1(%1$s)%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "падает", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s падает.", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "Уничтожение", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s умирает.", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "умерли", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s погибает.", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "рассеивается", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s рассеивается.", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "Добавить", + ADDITIONAL_FILTERS = "Дополнительные фильтры", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "Все действия, касающиеся |3-1(%s)", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "Показывать все", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "Действия по отношению к |3-2(%s)?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "Действия |3-1(%s)", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "Действия |3-1(%s) по отношению к вам", + BLIZZARD_COMBAT_LOG_MENU_RESET = "Сброс", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "Сохранить как новый фильтр", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "Скрывать подобные сообщения.", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "Отправить ссылку на \"%s\" в чат.", + COMBATLOG_UNKNOWN_UNIT = "Что-то", + COMBAT_FACTION_CHANGE = "Репутация", + COMBAT_HONOR_GAIN = "Честь", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "Разное", + COMBAT_XP_GAIN = "Опыт", + DAMAGE_SHIELD = "Ответные повреждения", + DEFAULT_COMBATLOG_FILTER_NAME = "Фильтр %d", + ENTER_FILTER_NAME = "Введите название фильтра:", + ENVIRONMENTAL_DAMAGE = "Урон от окружающего мира", + QUICKBUTTON_NAME_ME = "Что случилось с персонажем?", + QUICKBUTTON_NAME_ME_TOOLTIP = "Отображение всех действий в отношении вашего персонажа.", + QUICKBUTTON_NAME_MY_ACTIONS = "Мои действия", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "Отображение сообщений о действиях, совершенных вашим персонажем.", + STRING_SCHOOL_UNKNOWN = "Неизвестно", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%2$s |3-1(%1$s) - %3$s - %4$s - %5$s%6$s.", + TEXT_MODE_A_STRING_3 = "%1$s %5$s %3$s %4$s %2$s. %6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s", + TEXT_MODE_A_STRING_REMAINING_POINTS = "Осталось: %s", + TEXT_MODE_A_STRING_RESULT_ABSORB = "Поглощено: %s ед. урона.", + TEXT_MODE_A_STRING_RESULT_BLOCK = "Заблокировано: %s ед. урона.", + TEXT_MODE_A_STRING_RESULT_CRITICAL = ": критический эффект", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = ": критический эффект", + TEXT_MODE_A_STRING_RESULT_CRUSHING = ": сокрушительный удар", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount $resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = ": удар пришелся вскользь", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "Многократная атака.", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s: перенасыщение энергией)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "Избыточное лечение: %s.", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = " (избыточный урон: %s)", + TEXT_MODE_A_STRING_RESULT_PARRY = "Парировано: %d.", + TEXT_MODE_A_STRING_RESULT_REFLECT = "Атака отражена", + TEXT_MODE_A_STRING_RESULT_RESIST = " (сопротивление %s |4единице:единицам:единицам; урона)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = " (%s |4единица:единицы:единиц; урона за счет уязвимости)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s (%s)", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s (%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "Вы", + UNIT_YOU_DEST = "Вы", + UNIT_YOU_DEST_POSSESSIVE = "Ваш", + UNIT_YOU_SOURCE = "Вы", + UNIT_YOU_SOURCE_POSSESSIVE = "Ваше", +} diff --git a/env/combatlog_zhCN.lua b/env/combatlog_zhCN.lua new file mode 100644 index 00000000..475ca88a --- /dev/null +++ b/env/combatlog_zhCN.lua @@ -0,0 +1,538 @@ +-- Classic Era GlobalStrings (CN) that the combat log reads +-- and the 1.12 client lacks. Generated; do not edit by hand. +pfUI_locale["zhCN"]["combatlog"] = { + ACTION_DAMAGE_SHIELD = "伤害", + ACTION_DAMAGE_SHIELD_FULL_TEXT = "%1$s%2$s将%9$s点%7$s伤害反射给%4$s。%6$s", + ACTION_DAMAGE_SHIELD_FULL_TEXT_NO_SOURCE = "%2$s将%9$s点%7$s伤害反射给%4$s。%6$s", + ACTION_DAMAGE_SHIELD_MISSED = "未命中", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK = "(格挡)", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s被%4$s格挡了。%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s被%4$s格挡了。%6$s", + ACTION_DAMAGE_SHIELD_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT = "(偏转)", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT = "%1$s%2$s被%4$s偏转了。", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s偏转了。", + ACTION_DAMAGE_SHIELD_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_DODGE = "(躲闪)", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT = "%1$s%2$s被%4$s躲闪了。", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s躲闪了。", + ACTION_DAMAGE_SHIELD_MISSED_DODGE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_EVADED = "(闪避)", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT = "%1$s%2$s被%4$s闪避了。", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s被%4$s闪避了。", + ACTION_DAMAGE_SHIELD_MISSED_EVADED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT = "%1$s%2$s未命中%4$s。", + ACTION_DAMAGE_SHIELD_MISSED_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE = "(免疫)", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT = "%1$s%2$s失败。%4$s对此免疫。", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s失败。%4$s对此免疫。", + ACTION_DAMAGE_SHIELD_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_MISS = "(未命中)", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT = "%1$s%2$s未命中%4$s。", + ACTION_DAMAGE_SHIELD_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", + ACTION_DAMAGE_SHIELD_MISSED_MISS_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_PARRY = "(招架)", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT = "%1$s%2$s被%4$s招架了。", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s被%4$s招架了。", + ACTION_DAMAGE_SHIELD_MISSED_PARRY_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_MISSED_RESIST = "(抵抗)", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT = "%1$s%2$s被%4$s完全抵抗了。%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s被%4$s完全抵抗了。%6$s", + ACTION_DAMAGE_SHIELD_MISSED_RESIST_POSSESSIVE = "1", + ACTION_DAMAGE_SHIELD_POSSESSIVE = "1", + ACTION_DAMAGE_SPLIT = "分担伤害", + ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT = "%4$s %6$s吸收了%1$s的%2$s点伤害。", + ACTION_DAMAGE_SPLIT_FULL_TEXT = "%1$s%2$s对%4$s$s造成%9$s点伤害。", + ACTION_DAMAGE_SPLIT_POSSESSIVE = "0", + ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT = "%1$s的%2$s对%4$s %6$s造成%9$s点伤害。", + ACTION_ENCHANT_APPLIED = "附魔", + ACTION_ENCHANT_APPLIED_FULL_TEXT = "%1$s在%4$s%5$s上施放了%2$s。", + ACTION_ENCHANT_APPLIED_POSSESSIVE = "0", + ACTION_ENCHANT_REMOVED = "附魔消失", + ACTION_ENCHANT_REMOVED_FULL_TEXT = "%2$s从%4$s%5$s上消失了。", + ACTION_ENCHANT_REMOVED_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE = "伤害", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING = "溺水", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_FULL_TEXT = "%4$s溺水,损失了%9$s点生命值。", + ACTION_ENVIRONMENTAL_DAMAGE_DROWNING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING = "掉落", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_FULL_TEXT = "%4$s受到%9$s点掉落伤害。", + ACTION_ENVIRONMENTAL_DAMAGE_FALLING_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE = "疲倦", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_FULL_TEXT = "%4$s筋疲力尽,损失了%9$s点生命值。", + ACTION_ENVIRONMENTAL_DAMAGE_FATIGUE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE = "火焰", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_FULL_TEXT = "%4$s受到了%9$s点火焰伤害。", + ACTION_ENVIRONMENTAL_DAMAGE_FIRE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_FULL_TEXT = "%4$s因环境伤害而损失了%9$s点生命值。", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA = "岩浆", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_FULL_TEXT = "%4$s在岩浆中,损失了%9$s点生命值。%6$s", + ACTION_ENVIRONMENTAL_DAMAGE_LAVA_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_POSSESSIVE = "0", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME = "淤泥", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_FULL_TEXT = "%4$s在淤泥中,损失了%9$s点生命值。%6$s", + ACTION_ENVIRONMENTAL_DAMAGE_SLIME_POSSESSIVE = "0", + ACTION_PARTY_KILL = "杀死了", + ACTION_PARTY_KILL_FULL_TEXT = "%1$s杀死了%4$s!", + ACTION_PARTY_KILL_POSSESSIVE = "0", + ACTION_PARTY_KILL_UNCONSCIOUS = "被击昏", + ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT = "%1$s击昏了%4$s!", + ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_RANGED = "射击", + ACTION_RANGE_DAMAGE = "命中", + ACTION_RANGE_DAMAGE_FULL_TEXT = "%1$s远程射击命中%4$s造成了%5$s伤害。%6$s", + ACTION_RANGE_DAMAGE_FULL_TEXT_NO_SOURCE = "一次远程射击命中%4$s造成了%5$s伤害。%6$s", + ACTION_RANGE_DAMAGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED = "未命中", + ACTION_RANGE_MISSED_ABSORB = "(吸收)", + ACTION_RANGE_MISSED_ABSORB_FULL_TEXT = "%1$s射击被%4$s吸收了。%6$s", + ACTION_RANGE_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_RANGE_MISSED_BLOCK = "(格挡)", + ACTION_RANGE_MISSED_BLOCK_FULL_TEXT = "%1$s射击被%4$s格挡了。%6$s", + ACTION_RANGE_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DEFLECT = "(偏转)", + ACTION_RANGE_MISSED_DEFLECT_FULL_TEXT = "%1$s射击被%4$s偏转了。", + ACTION_RANGE_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_RANGE_MISSED_DODGE = "(躲闪)", + ACTION_RANGE_MISSED_DODGE_FULL_TEXT = "%1$s射击被%4$s躲闪了。", + ACTION_RANGE_MISSED_DODGE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_EVADE = "(闪避)", + ACTION_RANGE_MISSED_EVADE_FULL_TEXT = "%1$s射击被%4$s闪避了。", + ACTION_RANGE_MISSED_EVADE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_FULL_TEXT = "%1$s射击未命中%4$s。", + ACTION_RANGE_MISSED_IMMUNE = "(免疫)", + ACTION_RANGE_MISSED_IMMUNE_FULL_TEXT = "%1$s射击失败。%4$s对此免疫。", + ACTION_RANGE_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISFIRE = "(未命中)", + ACTION_RANGE_MISSED_MISFIRE_FULL_TEXT = "%1$s射击未命中%4$s。", + ACTION_RANGE_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_RANGE_MISSED_MISS = "(未命中)", + ACTION_RANGE_MISSED_MISS_FULL_TEXT = "%1$s射击未命中%4$s。", + ACTION_RANGE_MISSED_MISS_POSSESSIVE = "1", + ACTION_RANGE_MISSED_PARRY = "(招架)", + ACTION_RANGE_MISSED_PARRY_FULL_TEXT = "%1$s射击被%4$s招架了。", + ACTION_RANGE_MISSED_PARRY_POSSESSIVE = "1", + ACTION_RANGE_MISSED_POSSESSIVE = "1", + ACTION_RANGE_MISSED_RESIST = "(抵抗)", + ACTION_RANGE_MISSED_RESIST_FULL_TEXT = "%1$s射击被%4$s完全抵抗了。%6$s", + ACTION_RANGE_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED = "附加", + ACTION_SPELL_AURA_APPLIED_BUFF = "获得", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT = "%4$s获得了%1$s%2$s。", + ACTION_SPELL_AURA_APPLIED_BUFF_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s。", + ACTION_SPELL_AURA_APPLIED_BUFF_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT = "%4$s获得了%1$s %2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s. %11$s", + ACTION_SPELL_AURA_APPLIED_DEBUFF = "影响", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT = "%4$s受到了%1$s%2$s的影响。", + ACTION_SPELL_AURA_APPLIED_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s的影响。", + ACTION_SPELL_AURA_APPLIED_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT = "%4$s受到了%1$s %2$s. %11$s的影响", + ACTION_SPELL_AURA_APPLIED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s. %11$s的影响", + ACTION_SPELL_AURA_APPLIED_DOSE = "堆叠", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF = "堆叠", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT = "%4$s获得了%1$s%2$s(%9$s)。", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%4$s获得了%2$s(%9$s)。", + ACTION_SPELL_AURA_APPLIED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF = "影响", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT = "%4$s受到了%1$s%2$s的影响(%9$s)。", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s受到了%2$s的影响(%9$s)。", + ACTION_SPELL_AURA_APPLIED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_APPLIED_MASTER = "2", + ACTION_SPELL_AURA_APPLIED_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN = "打破", + ACTION_SPELL_AURA_BROKEN_BUFF = "打破", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT = "%1$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_BUFF_FULL_TEXT_NO_SOURCE = "%1$s%2$s被某目标打破了。", + ACTION_SPELL_AURA_BROKEN_BUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_DEBUFF = "打破", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT = "%1$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%1$s%2$s被某目标打破了。", + ACTION_SPELL_AURA_BROKEN_DEBUFF_POSSESSIVE = "0", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF = "打破", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT = "%1$s的%5$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_FULL_TEXT_NO_SOURCE = "%5$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_SPELL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF = "打破", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT = "%1$s的%5$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_FULL_TEXT_NO_SOURCE = "%5$s打破了%4$s%2$s。", + ACTION_SPELL_AURA_BROKEN_SPELL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH = "被刷新", + ACTION_SPELL_AURA_REFRESH_BUFF = "被刷新", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT = "%1$s%2$s在%4$s身上刷新了。", + ACTION_SPELL_AURA_REFRESH_BUFF_FULL_TEXT_NO_SOURCE = "%2$s在%4$s身上刷新了。", + ACTION_SPELL_AURA_REFRESH_BUFF_MASTER = "2", + ACTION_SPELL_AURA_REFRESH_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s在%4$s. %11$s身上刷新了", + ACTION_SPELL_AURA_REFRESH_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s在%4$s. %11$s的身上刷新了", + ACTION_SPELL_AURA_REFRESH_DEBUFF = "被刷新", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT = "%1$s%2$s在%4$s身上刷新了。", + ACTION_SPELL_AURA_REFRESH_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s在%4$s身上刷新了。", + ACTION_SPELL_AURA_REFRESH_DEBUFF_MASTER = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s在%4$s. %11$s身上刷新了", + ACTION_SPELL_AURA_REFRESH_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s在%4$s. %11$s的身上刷新了", + ACTION_SPELL_AURA_REFRESH_MASTER = "2", + ACTION_SPELL_AURA_REMOVED = "移除", + ACTION_SPELL_AURA_REMOVED_BUFF = "消失", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT = "%1$s%2$s从%4$s身上消失了。", + ACTION_SPELL_AURA_REMOVED_BUFF_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上消失了。", + ACTION_SPELL_AURA_REMOVED_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s从%4$s. %11$s身上消失了", + ACTION_SPELL_AURA_REMOVED_BUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s从%4$s. %11$s的身上消失了", + ACTION_SPELL_AURA_REMOVED_DEBUFF = "消散", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT = "%1$s%2$s从%4$s身上消散了。", + ACTION_SPELL_AURA_REMOVED_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上消散了。", + ACTION_SPELL_AURA_REMOVED_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT = "%1$s %2$s从%4$s. %11$s身上消散了", + ACTION_SPELL_AURA_REMOVED_DEBUFF_WITH_POINTS_FULL_TEXT_NO_SOURCE = "%2$s从%4$s. %11$s的身上消散了", + ACTION_SPELL_AURA_REMOVED_DOSE = "降低", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF = "降低", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT = "%1$s%2$s(%9$s)衰减了。", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s)衰减了。", + ACTION_SPELL_AURA_REMOVED_DOSE_BUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF = "衰减", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT = "%1$s%2$s(%9$s)消退了。", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s(%9$s)消退了。", + ACTION_SPELL_AURA_REMOVED_DOSE_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT = "%1$s%2$s被从%4$s身上移除了。", + ACTION_SPELL_AURA_REMOVED_FULL_TEXT_NO_SOURCE = "%1$s%2$s被从%4$s身上移除了。", + ACTION_SPELL_AURA_REMOVED_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_DAMAGE = "打击", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT = "%1$s%2$s打击%4$s造成了%5$s伤害。%6$s", + ACTION_SPELL_BUILDING_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s打击%4$s造成了%5$s伤害。%6$s", + ACTION_SPELL_BUILDING_DAMAGE_MASTER = "1", + ACTION_SPELL_BUILDING_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_BUILDING_HEAL = "修理", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT = "%1$s%2$s修理%4$s,恢复了%9$s点生命值。%6$s", + ACTION_SPELL_BUILDING_HEAL_FULL_TEXT_NO_SOURCE = "%2$s修理%4$s,恢复了%9$s点生命值。%6$s", + ACTION_SPELL_BUILDING_HEAL_POSSESSIVE = "1", + ACTION_SPELL_CAST_FAILED = "失败", + ACTION_SPELL_CAST_FAILED_FULL_TEXT = "%1$s%2$s未能施放。%6$s", + ACTION_SPELL_CAST_FAILED_MASTER = "1", + ACTION_SPELL_CAST_FAILED_POSSESSIVE = "1", + ACTION_SPELL_CAST_START = "开始施放", + ACTION_SPELL_CAST_START_FULL_TEXT = "%1$s开始向%4$s施放%2$s。", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_DEST = "%1$s开始施放%2$s。", + ACTION_SPELL_CAST_START_FULL_TEXT_NO_SOURCE = "某物体开始对%4$s施放%2$s。", + ACTION_SPELL_CAST_START_MASTER = "2", + ACTION_SPELL_CAST_START_POSSESSIVE = "0", + ACTION_SPELL_CAST_SUCCESS = "施放", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT = "%1$s向%4$s施放了%2$s。", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_DEST = "%1$s施放了%2$s。", + ACTION_SPELL_CAST_SUCCESS_FULL_TEXT_NO_SOURCE = "某目标对%4$s施放了%2$s。", + ACTION_SPELL_CAST_SUCCESS_MASTER = "2", + ACTION_SPELL_CAST_SUCCESS_POSSESSIVE = "0", + ACTION_SPELL_CREATE = "制造", + ACTION_SPELL_CREATE_FULL_TEXT = "%1$s%2$s制造了一个%4$s。%6$s", + ACTION_SPELL_CREATE_FULL_TEXT_NO_SOURCE = "%2$s制造了一个%4$s。%6$s", + ACTION_SPELL_CREATE_POSSESSIVE = "1", + ACTION_SPELL_DAMAGE = "命中", + ACTION_SPELL_DAMAGE_FULL_TEXT = "%1$s%2$s命中%4$s造成%5$s伤害。%6$s", + ACTION_SPELL_DAMAGE_FULL_TEXT_NO_SOURCE = "%2$s命中%4$s,造成%5$s点伤害。%6$s", + ACTION_SPELL_DAMAGE_MASTER = "1", + ACTION_SPELL_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_DISPEL = "驱散", + ACTION_SPELL_DISPEL_BUFF = "驱散", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT = "%4$s%5$s被%1$s%2$s驱散了。", + ACTION_SPELL_DISPEL_BUFF_FULL_TEXT_NO_SOURCE = "%4$s%5$s被%2$s驱散了。", + ACTION_SPELL_DISPEL_BUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_DEBUFF = "净化", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT = "%4$s%5$s被%1$s%2$s净化了。", + ACTION_SPELL_DISPEL_DEBUFF_FULL_TEXT_NO_SOURCE = "%4$s%5$s被%2$s净化了。", + ACTION_SPELL_DISPEL_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_FAILED = "驱散失败", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT = "%1$s%2$s未能驱散%4$s%5$s。", + ACTION_SPELL_DISPEL_FAILED_FULL_TEXT_NO_SOURCE = "%2$s未能驱散%4$s%5$s。", + ACTION_SPELL_DISPEL_FAILED_POSSESSIVE = "1", + ACTION_SPELL_DISPEL_POSSESSIVE = "1", + ACTION_SPELL_DRAIN = "吸取", + ACTION_SPELL_DRAIN_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。", + ACTION_SPELL_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", + ACTION_SPELL_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE = "耐久度下降", + ACTION_SPELL_DURABILITY_DAMAGE_ALL = "完全耐久度下降", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_FULL_TEXT = "%1$s%2$s对%4$s造成伤害:所有装备受损。", + ACTION_SPELL_DURABILITY_DAMAGE_ALL_POSSESSIVE = "1", + ACTION_SPELL_DURABILITY_DAMAGE_FULL_TEXT = "%1$s%2$s对%4$s造成伤害:%5$s受损。", + ACTION_SPELL_DURABILITY_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE = "补充", + ACTION_SPELL_ENERGIZE_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点%8$s。", + ACTION_SPELL_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s获得了%9$s点%8$s。", + ACTION_SPELL_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_ENERGIZE_RESULT = "获得%9$s点%8$s", + ACTION_SPELL_EXTRA_ATTACKS = "获得额外攻击", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT = "%1$s通过%2$s获得了%9$s次额外攻击。", + ACTION_SPELL_EXTRA_ATTACKS_FULL_TEXT_NO_SOURCE = "通过%2$s获得%9$s次额外攻击。", + ACTION_SPELL_EXTRA_ATTACKS_POSSESSIVE = "1", + ACTION_SPELL_HEAL = "治疗", + ACTION_SPELL_HEAL_FULL_TEXT = "%1$s%2$s为%4$s恢复了%9$s点生命值。%6$s", + ACTION_SPELL_HEAL_FULL_TEXT_NO_SOURCE = "%2$s为%4$s恢复了%9$s点生命值。%6$s", + ACTION_SPELL_HEAL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL = "杀死了", + ACTION_SPELL_INSTAKILL_FULL_TEXT = "%1$s%2$s杀死了%4$s。", + ACTION_SPELL_INSTAKILL_FULL_TEXT_NO_SOURCE = "%2$s杀死了%4$s。", + ACTION_SPELL_INSTAKILL_POSSESSIVE = "1", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS = "被击昏", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT = "%1$s %2$s击昏了%4$s。", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE = "%2$s击昏了%4$s。", + ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE = "1", + ACTION_SPELL_INTERRUPT = "打断", + ACTION_SPELL_INTERRUPT_FULL_TEXT = "%1$s%2$s打断了%4$s%5$s。", + ACTION_SPELL_INTERRUPT_FULL_TEXT_NO_SOURCE = "%2$s打断了%4$s%5$s。", + ACTION_SPELL_INTERRUPT_POSSESSIVE = "1", + ACTION_SPELL_LEECH = "吸取", + ACTION_SPELL_LEECH_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", + ACTION_SPELL_LEECH_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", + ACTION_SPELL_LEECH_POSSESSIVE = "1", + ACTION_SPELL_LEECH_RESULT = "获得%10$s点%8$s", + ACTION_SPELL_MISSED = "未命中", + ACTION_SPELL_MISSED_ABSORB = "被吸收", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT = "%1$s%2$s被%4$s吸收了。%6$s", + ACTION_SPELL_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s被%4$s吸收了。%6$s", + ACTION_SPELL_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_MISSED_BLOCK = "被格挡", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s被%4$s格挡了。%6$s", + ACTION_SPELL_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s被%4$s格挡了。%6$s", + ACTION_SPELL_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DEFLECT = "偏转", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT = "%1$s%2$s被%4$s偏转了。", + ACTION_SPELL_MISSED_DEFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s偏转了。", + ACTION_SPELL_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SPELL_MISSED_DODGE = "被躲闪", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT = "%1$s%2$s被%4$s躲闪了。", + ACTION_SPELL_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s躲闪了。", + ACTION_SPELL_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_EVADE = "被闪避", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT = "%1$s%2$s被%4$s闪避了。", + ACTION_SPELL_MISSED_EVADE_FULL_TEXT_NO_SOURCE = "%2$s被%4$s闪避了。", + ACTION_SPELL_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_FULL_TEXT = "%1$s%2$s未命中%4$s。", + ACTION_SPELL_MISSED_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", + ACTION_SPELL_MISSED_IMMUNE = "免疫", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT = "%1$s%2$s失败。%4$s对此免疫。", + ACTION_SPELL_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%2$s失败。%4$s对此免疫。", + ACTION_SPELL_MISSED_MISFIRE = "未命中", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT = "%1$s%2$s未命中%4$s。", + ACTION_SPELL_MISSED_MISFIRE_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", + ACTION_SPELL_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SPELL_MISSED_MISS = "未命中", + ACTION_SPELL_MISSED_MISS_FULL_TEXT = "%1$s%2$s未命中%4$s。", + ACTION_SPELL_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s未命中%4$s。", + ACTION_SPELL_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_MISSED_PARRY = "被招架", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT = "%1$s%2$s被%4$s招架了。", + ACTION_SPELL_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s被%4$s招架了。", + ACTION_SPELL_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_MISSED_POSSESSIVE = "1", + ACTION_SPELL_MISSED_REFLECT = "被反射", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT = "%1$s%2$s被%4$s反射了。", + ACTION_SPELL_MISSED_REFLECT_FULL_TEXT_NO_SOURCE = "%2$s被%4$s反射了。", + ACTION_SPELL_MISSED_RESIST = "被抵抗", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT = "%1$s%2$s被%4$s完全抵抗了。%6$s", + ACTION_SPELL_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s被%4$s完全抵抗了。%6$s", + ACTION_SPELL_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DAMAGE = "伤害", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT = "%4$s因%1$s%2$s受到了%5$s伤害。%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s受到了%5$s伤害。%6$s", + ACTION_SPELL_PERIODIC_DAMAGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_DRAIN = "吸取", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。", + ACTION_SPELL_PERIODIC_DRAIN_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。", + ACTION_SPELL_PERIODIC_DRAIN_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE = "补充", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点%8$s。", + ACTION_SPELL_PERIODIC_ENERGIZE_FULL_TEXT_NO_SOURCE = "%4$s因%2$s获得了%9$s点%8$s。", + ACTION_SPELL_PERIODIC_ENERGIZE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_ENERGIZE_RESULT = "获得$extraAmount点%8$s", + ACTION_SPELL_PERIODIC_HEAL = "治疗", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT = "%4$s因%1$s%2$s获得了%9$s点生命值。%6$s", + ACTION_SPELL_PERIODIC_HEAL_FULL_TEXT_NO_SOURCE = "%4$s因%2$s恢复了%9$s点生命值。%6$s", + ACTION_SPELL_PERIODIC_HEAL_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH = "吸取", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT = "%1$s%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", + ACTION_SPELL_PERIODIC_LEECH_FULL_TEXT_NO_SOURCE = "%2$s从%4$s身上吸取了%9$s点%8$s。%1$s获得了%10$s点%8$s。", + ACTION_SPELL_PERIODIC_LEECH_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_LEECH_RESULT = "(获得%10$s点%8$s)", + ACTION_SPELL_PERIODIC_MISSED = "未命中", + ACTION_SPELL_PERIODIC_MISSED_ABSORB = "(%1$s 吸收)", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT = "%1$s%2$s被%4$s吸收了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s吸收了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_BLOCK = "(周期伤害被格挡)", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT = "%1$s%2$s暂时被%4$s格挡了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s格挡了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED = "(周期伤害被偏转)", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT = "%1$s%2$s暂时被%4$s偏转了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s偏转了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_DEFLECTED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_DODGE = "(周期伤害被躲闪)", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT = "%1$s%2$s暂时被%4$s躲闪了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s躲闪了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_EVADED = "(周期伤害被闪避)", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT = "%1$s%2$s暂时被%4$s闪避了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s闪避了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_EVADED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT = "%1$s%2$s暂时未能对%4$s产生影响。%6$s", + ACTION_SPELL_PERIODIC_MISSED_FULL_TEXT_NO_SOURCE = "%2$s暂时未能影响%4$s。%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE = "(免疫)", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT = "%4$s对%1$s %2$s免疫。%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_FULL_TEXT_NO_SOURCE = "%4$s对%2$s免疫。%6$s", + ACTION_SPELL_PERIODIC_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_MISS = "(周期伤害未命中)", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT = "%1$s%2$s暂时未命中%4$s。%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_FULL_TEXT_NO_SOURCE = "%2$s暂时未命中%4$s。%6$s", + ACTION_SPELL_PERIODIC_MISSED_MISS_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_PARRY = "(周期伤害被招架)", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT = "%1$s%2$s暂时被%4$s招架了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_FULL_TEXT_NO_SOURCE = "%2$s暂时被%4$s招架了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_POSSESSIVE = "1", + ACTION_SPELL_PERIODIC_MISSED_RESIST = "(周期伤害被抵抗)", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT = "%1$s%2$s未能对%4$s产生影响。%4$s抵抗了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_FULL_TEXT_NO_SOURCE = "%2$s未能影响%4$s。%4$s抵抗了。%6$s", + ACTION_SPELL_PERIODIC_MISSED_RESIST_POSSESSIVE = "1", + ACTION_SPELL_RESURRECT = "复活", + ACTION_SPELL_RESURRECT_FULL_TEXT = "%1$s%2$s复活了%4$s。%6$s", + ACTION_SPELL_RESURRECT_FULL_TEXT_NO_SOURCE = "%2$s复活了%4$s。%6$s", + ACTION_SPELL_RESURRECT_POSSESSIVE = "1", + ACTION_SPELL_STOLEN = "偷取", + ACTION_SPELL_STOLEN_BUFF = "偷取", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT = "%1$s%2$s偷取了%4$s%5$s。", + ACTION_SPELL_STOLEN_BUFF_FULL_TEXT_NO_SOURCE = "%2$s偷取了%4$s%5$s。", + ACTION_SPELL_STOLEN_BUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_BUFF__POSSESSIVE = "1", + ACTION_SPELL_STOLEN_DEBUFF = "偷取", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT = "%1$s%2$s将%4$s$extraSpell转移给了%1$s。", + ACTION_SPELL_STOLEN_DEBUFF_FULL_TEXT_NO_SOURCE = "%2$s转移了%4$s$extraSpell。", + ACTION_SPELL_STOLEN_DEBUFF_POSSESSIVE = "1", + ACTION_SPELL_STOLEN_FULL_TEXT = "%1$s%2$s偷取了%4$s%5$s。", + ACTION_SPELL_STOLEN_FULL_TEXT_NO_SOURCE = "%2$s偷取了%4$s%5$s。", + ACTION_SPELL_STOLEN_POSSESSIVE = "1", + ACTION_SPELL_SUMMON = "召唤", + ACTION_SPELL_SUMMON_FULL_TEXT = "%1$s%2$s召唤了%4$s。%6$s", + ACTION_SPELL_SUMMON_FULL_TEXT_NO_SOURCE = "%2$s召唤了%4$s。%6$s", + ACTION_SPELL_SUMMON_POSSESSIVE = "1", + ACTION_SWING = "近战攻击", + ACTION_SWING_DAMAGE = "命中", + ACTION_SWING_DAMAGE_FULL_TEXT = "%1$s近战攻击命中%4$s造成了%5$s伤害。%6$s", + ACTION_SWING_DAMAGE_FULL_TEXT_NO_SOURCE = "一次近战攻击命中%4$s造成了%5$s伤害。%6$s", + ACTION_SWING_DAMAGE_POSSESSIVE = "1", + ACTION_SWING_MISSED = "未命中", + ACTION_SWING_MISSED_ABSORB = "(吸收)", + ACTION_SWING_MISSED_ABSORB_FULL_TEXT = "%1$s攻击被%4$s吸收了。%6$s", + ACTION_SWING_MISSED_ABSORB_POSSESSIVE = "1", + ACTION_SWING_MISSED_BLOCK = "(格挡)", + ACTION_SWING_MISSED_BLOCK_FULL_TEXT = "%1$s攻击被%4$s格挡了。%6$s", + ACTION_SWING_MISSED_BLOCK_POSSESSIVE = "1", + ACTION_SWING_MISSED_DEFLECT = "(偏转)", + ACTION_SWING_MISSED_DEFLECT_FULL_TEXT = "%1$s攻击被%4$s偏转了。", + ACTION_SWING_MISSED_DEFLECT_POSSESSIVE = "1", + ACTION_SWING_MISSED_DODGE = "(躲闪)", + ACTION_SWING_MISSED_DODGE_FULL_TEXT = "%1$s攻击被%4$s躲闪了。", + ACTION_SWING_MISSED_DODGE_POSSESSIVE = "1", + ACTION_SWING_MISSED_EVADE = "(闪避)", + ACTION_SWING_MISSED_EVADE_FULL_TEXT = "%1$s攻击被%4$s闪避了。", + ACTION_SWING_MISSED_EVADE_POSSESSIVE = "1", + ACTION_SWING_MISSED_FULL_TEXT = "%1$s攻击未命中%4$s。", + ACTION_SWING_MISSED_IMMUNE = "(免疫)", + ACTION_SWING_MISSED_IMMUNE_FULL_TEXT = "%1$s攻击失败。%4$s对此免疫。", + ACTION_SWING_MISSED_IMMUNE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISFIRE = "(未命中)", + ACTION_SWING_MISSED_MISFIRE_FULL_TEXT = "%1$s攻击未命中%4$s。", + ACTION_SWING_MISSED_MISFIRE_POSSESSIVE = "1", + ACTION_SWING_MISSED_MISS = "(未命中)", + ACTION_SWING_MISSED_MISS_FULL_TEXT = "%1$s攻击未命中%4$s。", + ACTION_SWING_MISSED_MISS_POSSESSIVE = "1", + ACTION_SWING_MISSED_PARRY = "(招架)", + ACTION_SWING_MISSED_PARRY_FULL_TEXT = "%1$s攻击被%4$s招架了。", + ACTION_SWING_MISSED_PARRY_POSSESSIVE = "1", + ACTION_SWING_MISSED_POSSESSIVE = "1", + ACTION_SWING_MISSED_RESIST = "(抵抗)", + ACTION_SWING_MISSED_RESIST_FULL_TEXT = "%1$s攻击被%4$s完全抵抗了。%6$s", + ACTION_SWING_MISSED_RESIST_POSSESSIVE = "1", + ACTION_UNIT_BECCOMES_UNCONSCIOUS = "倒下", + ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT = "%4$s倒下了。", + ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE = "0", + ACTION_UNIT_DESTROYED = "摧毁", + ACTION_UNIT_DESTROYED_FULL_TEXT = "%4$s被摧毁了。", + ACTION_UNIT_DESTROYED_POSSESSIVE = "0", + ACTION_UNIT_DIED = "死亡", + ACTION_UNIT_DIED_FULL_TEXT = "%4$s死亡了。", + ACTION_UNIT_DIED_POSSESSIVE = "0", + ACTION_UNIT_DISSIPATES = "消散", + ACTION_UNIT_DISSIPATES_FULL_TEXT = "%4$s消散了。", + ACTION_UNIT_DISSIPATES_POSSESSIVE = "0", + ADD = "添加", + ADDITIONAL_FILTERS = "更多过滤条件", + BLIZZARD_COMBAT_LOG_MENU_BOTH = "显示所有与%s有关的信息?", + BLIZZARD_COMBAT_LOG_MENU_EVERYTHING = "全部显示", + BLIZZARD_COMBAT_LOG_MENU_INCOMING = "%s发生了什么事情?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING = "%s做了些什么?", + BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME = "%s对你做了什么?", + BLIZZARD_COMBAT_LOG_MENU_RESET = "重置", + BLIZZARD_COMBAT_LOG_MENU_SAVE = "保存为新的过滤条件", + BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE = "隐藏与这一条类似的信息。", + BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK = "将%s链接到聊天频道中。", + COMBATLOG_UNKNOWN_UNIT = "某目标", + COMBAT_FACTION_CHANGE = "声望", + COMBAT_HONOR_GAIN = "荣誉", + COMBAT_LOG_UNIT_YOU_ENABLED = "1", + COMBAT_MISC_INFO = "其它信息", + COMBAT_XP_GAIN = "经验", + DAMAGE_SHIELD = "伤害护盾", + DEFAULT_COMBATLOG_FILTER_NAME = "过滤条件%d", + ENTER_FILTER_NAME = "输入过滤名称:", + ENVIRONMENTAL_DAMAGE = "环境伤害", + QUICKBUTTON_NAME_ME = "我发生了什么?", + QUICKBUTTON_NAME_ME_TOOLTIP = "显示我所接收的所有行为信息。", + QUICKBUTTON_NAME_MY_ACTIONS = "我的动作", + QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP = "显示你所进行的动作的信息。", + STRING_SCHOOL_UNKNOWN = "未知", + TEXT_MODE_A = "A", + TEXT_MODE_A_STRING_1 = "%s %s %s %s %s. %s %11$s", + TEXT_MODE_A_STRING_2 = "%1$s %3$s%2$s%4$s%5$s。%6$s", + TEXT_MODE_A_STRING_3 = "%1$s%5$s%3$s%4$s%2$s。%6$s", + TEXT_MODE_A_STRING_ACTION = "|Haction:%s|h%s|h", + TEXT_MODE_A_STRING_BRACE_ITEM = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_SPELL = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_BRACE_UNIT = "|c%s[|r%s|c%s]|r", + TEXT_MODE_A_STRING_DEST_ICON = "|Hicon:%d:dest|h%s|h", + TEXT_MODE_A_STRING_DEST_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_ITEM = "|Hitem:%s|h%s|h", + TEXT_MODE_A_STRING_POSSESSIVE = "%s的", + TEXT_MODE_A_STRING_REMAINING_POINTS = "(剩余%s)", + TEXT_MODE_A_STRING_RESULT_ABSORB = "(%s 吸收)", + TEXT_MODE_A_STRING_RESULT_BLOCK = "(%s 格挡)", + TEXT_MODE_A_STRING_RESULT_CRITICAL = "(爆击)", + TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL = "(爆击)", + TEXT_MODE_A_STRING_RESULT_CRUSHING = "(碾压)", + TEXT_MODE_A_STRING_RESULT_FORMAT = "$resultAmount点$resultType", + TEXT_MODE_A_STRING_RESULT_GLANCING = "(偏斜)", + TEXT_MODE_A_STRING_RESULT_MULTISTRIKE = "(溅射)", + TEXT_MODE_A_STRING_RESULT_OVERENERGIZE = "(%s 过量充能)", + TEXT_MODE_A_STRING_RESULT_OVERHEALING = "(%s 过量治疗)", + TEXT_MODE_A_STRING_RESULT_OVERKILLING = "(%s 过量伤害)", + TEXT_MODE_A_STRING_RESULT_PARRY = "(%d招架)", + TEXT_MODE_A_STRING_RESULT_REFLECT = "被反射", + TEXT_MODE_A_STRING_RESULT_RESIST = "(%s 抵抗)", + TEXT_MODE_A_STRING_RESULT_VULNERABILITY = "(%s 易伤伤害)", + TEXT_MODE_A_STRING_SOURCE_ICON = "|Hicon:%s:source|h%s|h", + TEXT_MODE_A_STRING_SOURCE_UNIT = "%s|Hunit:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_SPELL_EXTRA = "|Hspell:%s:%s:%s|h%s|h", + TEXT_MODE_A_STRING_TIMESTAMP = "%s> %s", + TEXT_MODE_A_STRING_VALUE_SCHOOL = "%s %s", + TEXT_MODE_A_STRING_VALUE_TYPE = "%s(%s)", + TEXT_MODE_A_TIMESTAMP = "%H:%M:%S", + UNIT_YOU = "你", + UNIT_YOU_DEST = "你", + UNIT_YOU_DEST_POSSESSIVE = "你的", + UNIT_YOU_SOURCE = "你", + UNIT_YOU_SOURCE_POSSESSIVE = "你的", +} diff --git a/init/env.xml b/init/env.xml index b8516679..40d53180 100644 --- a/init/env.xml +++ b/init/env.xml @@ -7,6 +7,14 @@ + + + + + + + + diff --git a/init/modules.xml b/init/modules.xml index 8189e378..fd982fd2 100644 --- a/init/modules.xml +++ b/init/modules.xml @@ -7,6 +7,7 @@ + diff --git a/modules/chat.lua b/modules/chat.lua index b3d6857f..450cccac 100644 --- a/modules/chat.lua +++ b/modules/chat.lua @@ -376,7 +376,8 @@ pfUI:RegisterModule("chat", function () CreateBackdrop(LanguageMenu) CreateBackdrop(VoiceMacroMenu) - local combatlogpanel = (CombatLogQuickButtonFrame_Custom and CombatLogQuickButtonFrame_Custom:GetHeight() or 0) + -- the combatlog module's quick button bar sits above the docked log + local combatlogpanel = (ChatFrame2.CombatLogQuickButtonFrame and ChatFrame2.CombatLogQuickButtonFrame:GetHeight() or 0) for i=1, NUM_CHAT_WINDOWS do local frame = _G["ChatFrame"..i] @@ -389,7 +390,7 @@ pfUI:RegisterModule("chat", function () end end - if combat > 5 then + if frame.CombatLogQuickButtonFrame or combat > 5 then frame.pfCombatLog = true else frame.pfCombatLog = nil diff --git a/modules/combatlog.lua b/modules/combatlog.lua new file mode 100644 index 00000000..50e19184 --- /dev/null +++ b/modules/combatlog.lua @@ -0,0 +1,2695 @@ +pfUI:RegisterModule("combatlog", function () + -- Classic Era's Blizzard_CombatLog in ChatFrame2. ClassicAPI runs the + -- engine: COMBAT_LOG_EVENT, CombatLogAddFilter, and the kept entries that + -- the log refills itself from when it shows or changes filter. + + -- Classic's combat log GlobalStrings that the 1.12 client lacks + for name, text in pairs(L["combatlog"]) do + _G[name] = text + end + + local COMBATLOG = ChatFrame2 + + local bit_bor = bit.bor + local bit_band = bit.band + local tinsert = tinsert + local math_floor = math.floor + local format = format + local gsub = gsub + local strsub = strsub + + local CombatLog_Object_IsA = CombatLog_Object_IsA + local COMBATLOG_OBJECT_NONE = COMBATLOG_OBJECT_NONE + local COMBATLOG_OBJECT_RAIDTARGET_MASK = COMBATLOG_OBJECT_RAIDTARGET_MASK + local COMBATLOG_OBJECT_RAIDTARGET1 = COMBATLOG_OBJECT_RAIDTARGET1 + local COMBATLOG_OBJECT_RAIDTARGET2 = COMBATLOG_OBJECT_RAIDTARGET2 + local COMBATLOG_OBJECT_RAIDTARGET3 = COMBATLOG_OBJECT_RAIDTARGET3 + local COMBATLOG_OBJECT_RAIDTARGET4 = COMBATLOG_OBJECT_RAIDTARGET4 + local COMBATLOG_OBJECT_RAIDTARGET5 = COMBATLOG_OBJECT_RAIDTARGET5 + local COMBATLOG_OBJECT_RAIDTARGET6 = COMBATLOG_OBJECT_RAIDTARGET6 + local COMBATLOG_OBJECT_RAIDTARGET7 = COMBATLOG_OBJECT_RAIDTARGET7 + local COMBATLOG_OBJECT_RAIDTARGET8 = COMBATLOG_OBJECT_RAIDTARGET8 + local COMBATLOG_FILTER_MINE = COMBATLOG_FILTER_MINE + local COMBATLOG_FILTER_MY_PET = COMBATLOG_FILTER_MY_PET + local COMBATLOG_FILTER_FRIENDLY_UNITS = COMBATLOG_FILTER_FRIENDLY_UNITS + local COMBATLOG_FILTER_HOSTILE_UNITS = COMBATLOG_FILTER_HOSTILE_UNITS + local COMBATLOG_FILTER_HOSTILE_PLAYERS = COMBATLOG_FILTER_HOSTILE_PLAYERS + local COMBATLOG_FILTER_NEUTRAL_UNITS = COMBATLOG_FILTER_NEUTRAL_UNITS + local COMBATLOG_FILTER_UNKNOWN_UNITS = COMBATLOG_FILTER_UNKNOWN_UNITS + + -- spell school bits (Constants.lua on later clients) + local SCHOOL_MASK_NONE = 0 + local SCHOOL_MASK_PHYSICAL = 1 + local SCHOOL_MASK_HOLY = 2 + local SCHOOL_MASK_FIRE = 4 + local SCHOOL_MASK_NATURE = 8 + local SCHOOL_MASK_FROST = 16 + local SCHOOL_MASK_SHADOW = 32 + local SCHOOL_MASK_ARCANE = 64 + + -- ChatConfigFrame's cap on saved filters + local MAX_COMBATLOG_FILTERS = 20 + + -- assigned further down, called by functions defined before them + local Blizzard_CombatLog_Filters, Blizzard_CombatLog_CurrentSettings + local CombatLogQuickButtonFrame, CombatLogQuickButtonFrameProgressBar + local Blizzard_CombatLog_GenerateFullEventList, Blizzard_CombatLog_GenerateFullFlagList + local Blizzard_CombatLog_ApplyFilters, Blizzard_CombatLog_Refilter, Blizzard_CombatLog_RefilterUpdate + local Blizzard_CombatLog_CreateActionMenu, Blizzard_CombatLog_CreateSpellMenu + local Blizzard_CombatLog_CreateUnitMenu, Blizzard_CombatLog_CreateFilterMenu + local Blizzard_CombatLog_UnitMenuClick, Blizzard_CombatLog_SpellMenuClick + local CombatLog_OnEvent, CombatLog_AddEvent, CreateCombatLogContextMenu + local Blizzard_CombatLog_Update_QuickButtons, Blizzard_CombatLog_QuickButton_OnClick, ShowQuickButton + + -- runs the refilter a step per frame, and takes COMBAT_LOG_EVENT + local CombatLogUpdateFrame = CreateFrame("Frame") + + -- ChatEdit_InsertLink for 1.12's single chat edit box + local function InsertLink(text) + if text and ChatFrameEditBox:IsVisible() then + ChatFrameEditBox:Insert(text) + return true + end + end + + local function CanCreateFilters() + return #Blizzard_CombatLog_Filters.filters < MAX_COMBATLOG_FILTERS + end + + -- BUFF / DEBUFF + local AURA_TYPE_BUFF = "BUFF"; + local AURA_TYPE_DEBUFF = "DEBUFF" + + -- Message Limit + local COMBATLOG_LIMIT_PER_FRAME = 1; + local COMBATLOG_HIGHLIGHT_MULTIPLIER = 1.5; + + -- Default Colors + local COMBATLOG_DEFAULT_COLORS = { + -- Unit names + unitColoring = { + [COMBATLOG_FILTER_MINE] = {a=1.0,r=0.70,g=0.70,b=0.70}; --{a=1.0,r=0.14,g=1.00,b=0.15}; + [COMBATLOG_FILTER_MY_PET] = {a=1.0,r=0.70,g=0.70,b=0.70}; --{a=1.0,r=0.14,g=0.80,b=0.15}; + [COMBATLOG_FILTER_FRIENDLY_UNITS] = {a=1.0,r=0.34,g=0.64,b=1.00}; + [COMBATLOG_FILTER_HOSTILE_UNITS] = {a=1.0,r=0.75,g=0.05,b=0.05}; + [COMBATLOG_FILTER_HOSTILE_PLAYERS] = {a=1.0,r=0.75,g=0.05,b=0.05}; + [COMBATLOG_FILTER_NEUTRAL_UNITS] = {a=1.0,r=0.75,g=0.05,b=0.05}; -- {a=1.0,r=0.80,g=0.80,b=0.14}; + [COMBATLOG_FILTER_UNKNOWN_UNITS] = {a=1.0,r=0.75,g=0.75,b=0.75}; + }; + -- School coloring + schoolColoring = { + [SCHOOL_MASK_NONE] = {a=1.0,r=1.00,g=1.00,b=1.00}; + [SCHOOL_MASK_PHYSICAL] = {a=1.0,r=1.00,g=1.00,b=0.00}; + [SCHOOL_MASK_HOLY] = {a=1.0,r=1.00,g=0.90,b=0.50}; + [SCHOOL_MASK_FIRE] = {a=1.0,r=1.00,g=0.50,b=0.00}; + [SCHOOL_MASK_NATURE] = {a=1.0,r=0.30,g=1.00,b=0.30}; + [SCHOOL_MASK_FROST] = {a=1.0,r=0.50,g=1.00,b=1.00}; + [SCHOOL_MASK_SHADOW] = {a=1.0,r=0.50,g=0.50,b=1.00}; + [SCHOOL_MASK_ARCANE] = {a=1.0,r=1.00,g=0.50,b=1.00}; + }; + -- Defaults + defaults = { + spell = {a=1.0,r=1.00,g=1.00,b=1.00}; + damage = {a=1.0,r=1.00,g=1.00,b=0.00}; + }; + -- Line coloring + eventColoring = { + }; + + -- Highlighted events + highlightedEvents = { + ["PARTY_KILL"] = true; + }; + }; + local COMBATLOG_DEFAULT_SETTINGS = { + -- Settings + fullText = true; + textMode = TEXT_MODE_A; + timestamp = false; + timestampFormat = TEXT_MODE_A_TIMESTAMP; + unitColoring = false; + sourceColoring = true; + destColoring = true; + lineColoring = true; + lineHighlighting = true; + abilityColoring = false; + abilityActorColoring = false; + abilitySchoolColoring = false; + abilityHighlighting = true; + actionColoring = false; + actionActorColoring = false; + actionHighlighting = false; + amountColoring = false; + amountActorColoring = false; + amountSchoolColoring = false; + amountHighlighting = true; + schoolNameColoring = false; + schoolNameActorColoring = false; + schoolNameHighlighting = true; + noMeleeSwingColoring = false; + missColoring = true; + braces = false; + unitBraces = true; + sourceBraces = true; + destBraces = true; + spellBraces = false; + itemBraces = true; + showHistory = true; + lineColorPriority = 1; -- 1 = source->dest->event, 2 = dest->source->event, 3 = event->source->dest + unitIcons = true; + hideBuffs = false; + hideDebuffs = false; + --unitTokens = true; + }; + + -- + -- Combat Log Icons + -- + local COMBATLOG_ICON_RAIDTARGET1 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_1.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET2 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_2.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET3 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_3.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET4 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_4.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET5 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_5.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET6 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_6.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET7 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_7.blp:0|t"; + local COMBATLOG_ICON_RAIDTARGET8 = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_8.blp:0|t"; + + -- + -- Default Event List + -- + local COMBATLOG_EVENT_LIST = { + ["ENVIRONMENTAL_DAMAGE"] = true, + ["SWING_DAMAGE"] = true, + ["SWING_MISSED"] = true, + ["RANGE_DAMAGE"] = true, + ["RANGE_MISSED"] = true, + ["SPELL_CAST_START"] = false, + ["SPELL_CAST_SUCCESS"] = false, + ["SPELL_CAST_FAILED"] = false, + ["SPELL_MISSED"] = true, + ["SPELL_DAMAGE"] = true, + ["SPELL_HEAL"] = true, + ["SPELL_ENERGIZE"] = true, + ["SPELL_DRAIN"] = true, + ["SPELL_LEECH"] = true, + ["SPELL_SUMMON"] = true, + ["SPELL_RESURRECT"] = true, + ["SPELL_CREATE"] = true, + ["SPELL_INSTAKILL"] = true, + ["SPELL_INTERRUPT"] = true, + ["SPELL_EXTRA_ATTACKS"] = true, + ["SPELL_DURABILITY_DAMAGE"] = true, + ["SPELL_DURABILITY_DAMAGE_ALL"] = true, + ["SPELL_AURA_APPLIED"] = false, + ["SPELL_AURA_APPLIED_DOSE"] = false, + ["SPELL_AURA_REMOVED"] = false, + ["SPELL_AURA_REMOVED_DOSE"] = false, + ["SPELL_AURA_BROKEN"] = false, + ["SPELL_AURA_BROKEN_SPELL"] = false, + ["SPELL_AURA_REFRESH"] = false, + ["SPELL_DISPEL"] = true, + ["SPELL_STOLEN"] = true, + ["ENCHANT_APPLIED"] = true, + ["ENCHANT_REMOVED"] = true, + ["SPELL_PERIODIC_MISSED"] = true, + ["SPELL_PERIODIC_DAMAGE"] = true, + ["SPELL_PERIODIC_HEAL"] = true, + ["SPELL_PERIODIC_ENERGIZE"] = true, + ["SPELL_PERIODIC_DRAIN"] = true, + ["SPELL_PERIODIC_LEECH"] = true, + ["SPELL_DISPEL_FAILED"] = true, + ["DAMAGE_SHIELD"] = false, + ["DAMAGE_SHIELD_MISSED"] = false, + ["DAMAGE_SPLIT"] = false, + ["PARTY_KILL"] = true, + ["UNIT_DIED"] = true, + ["UNIT_DESTROYED"] = true, + ["SPELL_BUILDING_DAMAGE"] = true, + ["SPELL_BUILDING_HEAL"] = true, + ["UNIT_DISSIPATES"] = true, + ["UNIT_LOYALTY"] = true, + }; + + local COMBATLOG_FLAG_LIST = { + [COMBATLOG_FILTER_MINE] = true, + [COMBATLOG_FILTER_MY_PET] = true, + [COMBATLOG_FILTER_FRIENDLY_UNITS] = true, + [COMBATLOG_FILTER_HOSTILE_UNITS] = true, + [COMBATLOG_FILTER_HOSTILE_PLAYERS] = true, + [COMBATLOG_FILTER_NEUTRAL_UNITS] = true, + [COMBATLOG_FILTER_UNKNOWN_UNITS] = true, + }; + + local EVENT_TEMPLATE_FORMATS = { + ["SPELL_AURA_BROKEN_SPELL"] = TEXT_MODE_A_STRING_3, + ["SPELL_CAST_START"] = TEXT_MODE_A_STRING_2, + ["SPELL_CAST_SUCCESS"] = TEXT_MODE_A_STRING_2 + }; + + -- + -- Generates a new event list from the COMBATLOG_EVENT_LIST global + -- + -- I wish there was a better way built in to do this. + -- + -- Returns: + -- An array, indexed by the events, with a value of true + -- + function Blizzard_CombatLog_GenerateFullEventList ( ) + local eventList = {} + for event, v in pairs ( COMBATLOG_EVENT_LIST ) do + eventList[event] = true; + end + return eventList; + end + + function Blizzard_CombatLog_GenerateFullFlagList(flag) + local flagList = {}; + for k, v in pairs(COMBATLOG_FLAG_LIST) do + flagList[k] = flag; + end + return flagList; + end + + -- + -- Persistant Variables + -- + -- + -- Default Filters + -- + local Blizzard_CombatLog_Filter_Defaults = { + -- All of the filters + filters = { + [1] = { + -- Descriptive Information + name = QUICKBUTTON_NAME_MY_ACTIONS; + hasQuickButton = true; + quickButtonName = QUICKBUTTON_NAME_MY_ACTIONS; + quickButtonDisplay = { + solo = true; + party = true; + raid = true; + }; + tooltip = QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP; + + -- Default Color and Formatting Options + settings = CopyTable(COMBATLOG_DEFAULT_SETTINGS); + + -- Coloring + colors = CopyTable(COMBATLOG_DEFAULT_COLORS); + + -- The actual client filters + filters = { + [1] = { + eventList = { + ["ENVIRONMENTAL_DAMAGE"] = false, + ["SWING_DAMAGE"] = true, + ["SWING_MISSED"] = false, + ["RANGE_DAMAGE"] = true, + ["RANGE_MISSED"] = false, + --["SPELL_CAST_START"] = true, + --["SPELL_CAST_SUCCESS"] = true, + --["SPELL_CAST_FAILED"] = true, + ["SPELL_MISSED"] = false, + ["SPELL_DAMAGE"] = true, + ["SPELL_HEAL"] = true, + ["SPELL_ENERGIZE"] = true, + ["SPELL_DRAIN"] = false, + ["SPELL_LEECH"] = false, + ["SPELL_INSTAKILL"] = false, + ["SPELL_INTERRUPT"] = false, + ["SPELL_EXTRA_ATTACKS"] = false, + ["SPELL_DURABILITY_DAMAGE"] = false, + ["SPELL_DURABILITY_DAMAGE_ALL"] = false, + ["SPELL_AURA_APPLIED"] = false, + ["SPELL_AURA_APPLIED_DOSE"] = false, + ["SPELL_AURA_REMOVED"] = false, + ["SPELL_AURA_REMOVED_DOSE"] = false, + ["SPELL_AURA_BROKEN"] = false, + ["SPELL_AURA_BROKEN_SPELL"] = false, + ["SPELL_AURA_REFRESH"] = false, + ["SPELL_DISPEL"] = false, + ["SPELL_STOLEN"] = false, + ["ENCHANT_APPLIED"] = false, + ["ENCHANT_REMOVED"] = false, + ["SPELL_PERIODIC_MISSED"] = false, + ["SPELL_PERIODIC_DAMAGE"] = true, + ["SPELL_PERIODIC_HEAL"] = true, + ["SPELL_PERIODIC_ENERGIZE"] = true, + ["SPELL_PERIODIC_DRAIN"] = false, + ["SPELL_PERIODIC_LEECH"] = false, + ["SPELL_DISPEL_FAILED"] = false, + --["DAMAGE_SHIELD"] = true, + --["DAMAGE_SHIELD_MISSED"] = true, + ["DAMAGE_SPLIT"] = true, + ["PARTY_KILL"] = true, + ["UNIT_DIED"] = false, + ["UNIT_DESTROYED"] = true, + ["UNIT_DISSIPATES"] = true, + ["UNIT_LOYALTY"] = false + }; + sourceFlags = { + [COMBATLOG_FILTER_MINE] = true + }; + destFlags = nil; + }; + [2] = { + eventList = { + --["ENVIRONMENTAL_DAMAGE"] = true, + ["SWING_DAMAGE"] = true, + ["SWING_MISSED"] = true, + ["RANGE_DAMAGE"] = true, + ["RANGE_MISSED"] = true, + --["SPELL_CAST_START"] = true, + --["SPELL_CAST_SUCCESS"] = true, + --["SPELL_CAST_FAILED"] = true, + ["SPELL_MISSED"] = true, + ["SPELL_DAMAGE"] = true, + ["SPELL_HEAL"] = true, + ["SPELL_ENERGIZE"] = true, + ["SPELL_DRAIN"] = true, + ["SPELL_LEECH"] = true, + ["SPELL_INSTAKILL"] = true, + ["SPELL_INTERRUPT"] = true, + ["SPELL_EXTRA_ATTACKS"] = true, + ["SPELL_DURABILITY_DAMAGE"] = true, + ["SPELL_DURABILITY_DAMAGE_ALL"] = true, + --["SPELL_AURA_APPLIED"] = true, + --["SPELL_AURA_APPLIED_DOSE"] = true, + --["SPELL_AURA_REMOVED"] = true, + --["SPELL_AURA_REMOVED_DOSE"] = true, + ["SPELL_DISPEL"] = true, + ["SPELL_STOLEN"] = true, + ["ENCHANT_APPLIED"] = true, + ["ENCHANT_REMOVED"] = true, + --["SPELL_PERIODIC_MISSED"] = true, + --["SPELL_PERIODIC_DAMAGE"] = true, + --["SPELL_PERIODIC_HEAL"] = true, + --["SPELL_PERIODIC_ENERGIZE"] = true, + --["SPELL_PERIODIC_DRAIN"] = true, + --["SPELL_PERIODIC_LEECH"] = true, + ["SPELL_DISPEL_FAILED"] = true, + --["DAMAGE_SHIELD"] = true, + --["DAMAGE_SHIELD_MISSED"] = true, + ["DAMAGE_SPLIT"] = true, + ["PARTY_KILL"] = true, + ["UNIT_DIED"] = true, + ["UNIT_DESTROYED"] = true, + ["UNIT_DISSIPATES"] = true, + ["UNIT_LOYALTY"] = false + }; + sourceFlags = nil; + destFlags = { + [COMBATLOG_FILTER_MINE] = false, + [COMBATLOG_FILTER_MY_PET] = false; + }; + }; + }; + }; + [2] = { + -- Descriptive Information + name = QUICKBUTTON_NAME_ME; + hasQuickButton = true; + quickButtonName = QUICKBUTTON_NAME_ME; + quickButtonDisplay = { + solo = true; + party = true; + raid = true; + }; + tooltip = QUICKBUTTON_NAME_ME_TOOLTIP; + + -- Settings + settings = CopyTable(COMBATLOG_DEFAULT_SETTINGS); + + -- Coloring + colors = CopyTable(COMBATLOG_DEFAULT_COLORS); + + -- The actual client filters + filters = { + [1] = { + eventList = { + ["ENVIRONMENTAL_DAMAGE"] = true, + ["SWING_DAMAGE"] = true, + ["RANGE_DAMAGE"] = true, + ["SPELL_DAMAGE"] = true, + ["SPELL_HEAL"] = true, + ["SPELL_PERIODIC_DAMAGE"] = true, + ["SPELL_PERIODIC_HEAL"] = true, + ["DAMAGE_SPLIT"] = true, + ["UNIT_DIED"] = true, + ["UNIT_DESTROYED"] = true, + ["UNIT_DISSIPATES"] = true + }; + sourceFlags = Blizzard_CombatLog_GenerateFullFlagList(false); + destFlags = nil; + }; + [2] = { + eventList = Blizzard_CombatLog_GenerateFullEventList(); + sourceFlags = nil; + destFlags = { + [COMBATLOG_FILTER_MINE] = true, + [COMBATLOG_FILTER_MY_PET] = false; + }; + }; + }; + }; + }; + + -- Current Filter + currentFilter = 1; + }; + + -- Combat Log Filter Resetting Code + -- + -- args: + -- config - the configuration array we are about to apply + -- + function Blizzard_CombatLog_ApplyFilters(config) + if ( not config ) then + return; + end + CombatLogResetFilter() + + -- Loop over all associated filters + local eventList; + for k,v in pairs(config.filters) do + local eList + -- Only use the first filter's eventList because for some reason each filter that the player can see actually + -- has two filters, one for source flags and one for dest flags (??), even though only the eventList for the source + -- flags is updated properly + eventList = config.filters[1].eventList; + if ( eventList ) then + for k2,v2 in pairs(eventList) do + if ( v2 == true ) then + -- The true comparison is because check boxes whose parent is unchecked will be non-false but not "true" + eList = eList and (eList .. "," .. k2) or k2 + end + end + end + + local sourceFlags, destFlags; + if ( v.sourceFlags ) then + sourceFlags = 0; + for k2, v2 in pairs(v.sourceFlags) do + -- Support for GUIDs + if ( type (k2) == "string" ) then + sourceFlags = k2; + break; + end + -- Otherwise OR bits + if ( v2 ) then + sourceFlags = bit_bor(sourceFlags, k2); + end + end + end + if ( v.destFlags ) then + destFlags = 0; + for k2, v2 in pairs(v.destFlags) do + -- Support for GUIDs + if ( type (k2) == "string" ) then + destFlags = k2; + break; + end + -- Otherwise OR bits + if ( v2 ) then + destFlags = bit_bor(destFlags, k2); + end + end + end + if ( type(sourceFlags) == "string" and destFlags == 0 ) then + destFlags = nil; + end + if ( type(destFlags) == "string" and sourceFlags == 0 ) then + sourceFlags = nil; + end + + -- This is a HACK!!! Need filters to be able to accept empty or zero sourceFlags or destFlags + if ( sourceFlags == 0 or destFlags == 0 ) then + CombatLogAddFilter("", COMBATLOG_FILTER_MINE, nil); + else + CombatLogAddFilter(eList, sourceFlags, destFlags); + end + end + end + + -- + -- Combat Log Repopulation Code + -- + + -- Message Limit + + local COMBATLOG_MESSAGE_LIMIT = 300; + + -- + -- Repopulate the combat log with message history + -- + function Blizzard_CombatLog_Refilter() + local count = CombatLogGetNumEntries(); + + COMBATLOG:SetMaxLines(COMBATLOG_MESSAGE_LIMIT); + + -- count should be between 1 and COMBATLOG_MESSAGE_LIMIT + count = max(1, min(count, COMBATLOG_MESSAGE_LIMIT)); + + CombatLogSetCurrentEntry(0); + + -- Clear the combat log + COMBATLOG:Clear(); + + -- Moved setting the max value here, since we don't really need to reset the max every frame, do we? + -- We can't add events while refiltering (:AddFilter short circuits) so this should be safe optimization. + CombatLogQuickButtonFrameProgressBar:SetMinMaxValues(0, count); + CombatLogQuickButtonFrameProgressBar:SetValue(0); + CombatLogQuickButtonFrameProgressBar:Show(); + + -- Enable the distributed frame + CombatLogUpdateFrame.refiltering = true; + CombatLogUpdateFrame:SetScript("OnUpdate", Blizzard_CombatLog_RefilterUpdate) + + Blizzard_CombatLog_RefilterUpdate() + end + + -- + -- This is a single frame "step" in the refiltering process + -- + function Blizzard_CombatLog_RefilterUpdate() + local valid = CombatLogGetCurrentEntry(); -- CombatLogAdvanceEntry(0); + + -- Clear the combat log + local total = 0; + while (valid and total < COMBATLOG_LIMIT_PER_FRAME) do + -- Log to the window + local text, r, g, b, a = CombatLog_OnEvent(Blizzard_CombatLog_CurrentSettings, CombatLogGetCurrentEntry()); + -- NOTE: be sure to pass in nil for the color id or the color id may override the r, g, b values for this message + if ( text ) then + COMBATLOG:BackFillMessage(text, r, g, b); + end + + -- count can be + -- positive to advance from oldest to newest + -- negative to advance from newest to oldest + valid = CombatLogAdvanceEntry(-1) + total = total + 1; + end + + -- Show filtering progress bar + CombatLogQuickButtonFrameProgressBar:SetValue(CombatLogQuickButtonFrameProgressBar:GetValue() + total); + + if ( not valid or (CombatLogQuickButtonFrameProgressBar:GetValue() >= COMBATLOG_MESSAGE_LIMIT) ) then + CombatLogUpdateFrame.refiltering = false + CombatLogUpdateFrame:SetScript("OnUpdate", nil) + CombatLogQuickButtonFrameProgressBar:Hide(); + end + end + + -- + -- Creates the action menu popup + -- + do + local eventType + local actionMenu = { + [1] = { + text = "string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE, eventType)", + func = function () Blizzard_CombatLog_SpellMenuClick ("HIDE", nil, nil, eventType); end; + }, + }; + function Blizzard_CombatLog_CreateActionMenu(eventType_arg) + -- Update upvalues + eventType = eventType_arg + actionMenu[1].text = string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE, eventType_arg); + return actionMenu + end + end + + -- + -- Creates the spell menu popup + -- + do + local spellName, spellId, eventType + local spellMenu = { + [1] = { + text = "string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK, spellName)", + func = function () Blizzard_CombatLog_SpellMenuClick ("LINK", spellName, spellId, eventType); end; + }, + }; + local spellMenu2 = { + [2] = { + text = "string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE, eventType)", + func = function () Blizzard_CombatLog_SpellMenuClick ("HIDE", spellName, spellId, eventType); end; + }, + }; + function Blizzard_CombatLog_CreateSpellMenu(spellName_arg, spellId_arg, eventType_arg) + -- Update upvalues + spellName, spellId, eventType = spellName_arg, spellId_arg, eventType_arg; + -- Update menu text and filters + spellMenu[1].text = string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_LINK, spellName); + if ( eventType ) then + spellMenu2[2].text = string.format(BLIZZARD_COMBAT_LOG_MENU_SPELL_HIDE, eventType); + -- Copy the table references over + spellMenu[2] = spellMenu2[2]; + else + -- Remove the table reference, it is still stored in its closure + spellMenu[2] = nil; + end + return spellMenu; + end + end + + -- + -- Temporary Menu + -- + do + function Blizzard_CombatLog_CreateUnitMenu(unitName, unitGUID, special) + local displayName = unitName; + if ( (unitGUID == UnitGUID("player")) and (_G["COMBAT_LOG_UNIT_YOU_ENABLED"] == "1") ) then + displayName = UNIT_YOU; + end + local unitMenu = { + [1] = { + text = string.format(BLIZZARD_COMBAT_LOG_MENU_BOTH, displayName); -- Dummy text + func = function () Blizzard_CombatLog_UnitMenuClick ("BOTH", unitName, unitGUID, special); end; + }, + [2] = { + text = string.format(BLIZZARD_COMBAT_LOG_MENU_INCOMING, displayName); + func = function () Blizzard_CombatLog_UnitMenuClick ("INCOMING", unitName, unitGUID, special); end; + }, + [3] = { + text = string.format(BLIZZARD_COMBAT_LOG_MENU_OUTGOING, displayName); + func = function () Blizzard_CombatLog_UnitMenuClick ("OUTGOING", unitName, unitGUID, special); end; + }, + [4] = { + divider = true; + }, + [5] = { + text = BLIZZARD_COMBAT_LOG_MENU_EVERYTHING; + func = function () Blizzard_CombatLog_UnitMenuClick ("EVERYTHING", unitName, unitGUID, special); end; + }, + [6] = { + text = BLIZZARD_COMBAT_LOG_MENU_SAVE; + func = function () Blizzard_CombatLog_UnitMenuClick ("SAVE", unitName, unitGUID, special); end; + disabled = not CanCreateFilters(); + }, + [7] = { + text = BLIZZARD_COMBAT_LOG_MENU_RESET; + func = function () Blizzard_CombatLog_UnitMenuClick ("RESET", unitName, unitGUID, special); end; + }, + }; + + if ( unitGUID ~= UnitGUID("player") ) then + table.insert(unitMenu, 4, { + text = string.format(BLIZZARD_COMBAT_LOG_MENU_OUTGOING_ME, displayName); + func = function () Blizzard_CombatLog_UnitMenuClick ("OUTGOING_ME", unitName, unitGUID, special); end; + } ); + end + return unitMenu + end + end + -- Create additional filter dropdown list + do + local menu = {}; + function Blizzard_CombatLog_CreateFilterMenu() + local count = 1; + for index, value in pairs(menu) do + if ( not value ) then + value = {}; + else + for k, v in pairs(value) do + value[k] = nil; + end + end + end + local selectedIndex = Blizzard_CombatLog_Filters.currentFilter; + local checked; + for index, value in ipairs(Blizzard_CombatLog_Filters.filters) do + if ( not value.onQuickBar ) then + if ( not menu[count] ) then + menu[count] = {}; + end + menu[count].text = value.name; + menu[count].func = function () Blizzard_CombatLog_QuickButton_OnClick(index); end; + if ( selectedIndex == index ) then + checked = 1; + else + checked = nil; + end + menu[count].checked = checked; + count = count+1; + end + end + return menu; + end + end + -- + -- Handle mini menu clicks + -- + -- args: + -- event - "EVERYTHING" | "RESET" | "INCOMING" | "OUTGOING" | "BOTH" + -- unitName - string for the units name + -- unitGUID - unique global unit ID for the specific unit + -- special - bit code for special filters, such as raid targets + -- + function Blizzard_CombatLog_UnitMenuClick(event, unitName, unitGUID, unitFlags) + if ( event == "SAVE" ) then + StaticPopup_Show("PFUI_COPY_COMBAT_FILTER", nil, nil, Blizzard_CombatLog_CurrentSettings); + return; + elseif ( event == "RESET" ) then + Blizzard_CombatLog_CurrentSettings = Blizzard_CombatLog_Filters.filters[Blizzard_CombatLog_Filters.currentFilter]; + Blizzard_CombatLog_ApplyFilters(Blizzard_CombatLog_CurrentSettings); + Blizzard_CombatLog_Update_QuickButtons() + else + -- Copy the current settings + local previousSettings = Blizzard_CombatLog_CurrentSettings; + Blizzard_CombatLog_CurrentSettings = {}; + + for k,v in pairs( previousSettings ) do + Blizzard_CombatLog_CurrentSettings[k] = v; + end + + -- Erase the filter criteria + Blizzard_CombatLog_CurrentSettings.filters = {}; -- We want to be careful not to destroy the active data, so the user can reset + + if ( event == "EVERYTHING" ) then + -- Reset all filtering. + CombatLogResetFilter() + --Blizzard_CombatLog_CurrentSettings = Blizzard_CombatLog_Filters.contextMenu[event]; + CombatLogAddFilter(nil, nil, nil) + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, {} ); + end + if ( event == "INCOMING" or event == "BOTH" ) then + if ( unitFlags ) then + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { destFlags = { [unitFlags] = true; } } ); + else + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { destFlags = { [unitGUID] = true; } } ); + end + end + if ( event == "OUTGOING" or event == "BOTH" ) then + if ( unitFlags ) then + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { sourceFlags = { [unitFlags] = true; } } ); + else + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { sourceFlags = { [unitGUID] = true; } } ); + end + end + if ( event == "OUTGOING_ME" ) then + if ( unitFlags ) then + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { sourceFlags = { [unitFlags] = true; }; destFlags = { [COMBATLOG_FILTER_MINE] = true; } } ); + else + tinsert ( Blizzard_CombatLog_CurrentSettings.filters, { sourceFlags = { [unitGUID] = true; }; destFlags = { [COMBATLOG_FILTER_MINE] = true; } } ); + end + end + + -- If the context menu is not resetting, then we need to create an event list, + -- So that right click removal works when the user right clicks + -- + + -- Fill the event list + local fullEventList = Blizzard_CombatLog_GenerateFullEventList(); + + -- Insert to the active data + for k,v in pairs (Blizzard_CombatLog_CurrentSettings.filters) do + v.eventList = fullEventList; + end + + -- Apply the generated filters + Blizzard_CombatLog_ApplyFilters(Blizzard_CombatLog_CurrentSettings); + -- Let the system know that this filter is temporary and unhighlight any quick buttons + Blizzard_CombatLog_CurrentSettings.isTemp = true; + Blizzard_CombatLog_Update_QuickButtons() + end + + -- Reset the combat log text box! (Grats!) + Blizzard_CombatLog_Refilter(); + end + + -- + -- Handle spell mini menu clicks + -- args: + -- action - "HIDE" | "LINK" + -- spellName - Spell or ability's name + -- spellId - Spell or ability's id (100, 520, 30000, etc) + -- event - the event type that generated this message + -- + function Blizzard_CombatLog_SpellMenuClick(action, spellName, spellId, eventType) + if ( action == "HIDE" ) then + for k,v in pairs (Blizzard_CombatLog_CurrentSettings.filters) do + if ( type (v.eventList) ~= "table" ) then + v.eventList = Blizzard_CombatLog_GenerateFullEventList(); + end + v.eventList[eventType] = false; + end + elseif ( action == "LINK" ) then + if ( not InsertLink(GetSpellLink(spellId)) ) then + ChatFrame_OpenChat(GetSpellLink(spellId)); + end + return; + end + + -- Apply the newly reconstituted filters + Blizzard_CombatLog_ApplyFilters(Blizzard_CombatLog_CurrentSettings); + + -- Reset the combat log text box! (Grats!) + Blizzard_CombatLog_Refilter(); + end + + --[[ + -- Converts 4 floats into FF code + -- + --]] + local function CombatLog_Color_FloatToText(r,g,b,a) + if ( type(r) == "table" ) then + r, g, b, a = r.r, r.g, r.b, r.a; + end + a = min(1, a or 1) * 255 + r = min(1, r) * 255 + g = min(1, g) * 255 + b = min(1, b) * 255 + + -- local fmt = "%.2x"; + return format("%.2x%.2x%.2x%.2x", math_floor(a), math_floor(r), math_floor(g), math_floor(b)) + end + + -- + -- Gets the appropriate color for an event type + -- + + -- If this needs to return a new table per event (ie, the table gets modified), then just replace the "defaultColorArray" in the function with + -- a new table creation. + local defaultColorArray = {a=1.0,r=0.5,g=0.5,b=0.5} + local function CombatLog_Color_ColorArrayByEventType( event ) + return Blizzard_CombatLog_CurrentSettings.colors.eventColoring[event] or defaultColorArray + end + + -- + -- Gets the appropriate color for a unit type + -- + + local function CombatLog_Color_ColorArrayByUnitType(unitFlags, settings) + local array = nil; + if ( not settings ) then + settings = Blizzard_CombatLog_CurrentSettings; + end + for mask,colorArray in pairs( settings.colors.unitColoring ) do + if ( CombatLog_Object_IsA (unitFlags, mask) )then + array = colorArray; + break; + end + end + return array or defaultColorArray + end + + -- + -- Gets the appropriate color for a spell school + -- + local function CombatLog_Color_ColorArrayBySchool(school, settings) + if ( not settings ) then + settings = Blizzard_CombatLog_CurrentSettings; + end + if ( not school ) then + return settings.colors.schoolColoring.default; + end + + return settings.colors.schoolColoring[school] or settings.colors.defaults.spell; + end + + -- + -- Gets the appropriate color for a spell school + -- + + local highlightColorTable = {} + local function CombatLog_Color_HighlightColorArray(colorArray) + highlightColorTable.r = colorArray.r * COMBATLOG_HIGHLIGHT_MULTIPLIER; + highlightColorTable.g = colorArray.g * COMBATLOG_HIGHLIGHT_MULTIPLIER; + highlightColorTable.b = colorArray.b * COMBATLOG_HIGHLIGHT_MULTIPLIER; + highlightColorTable.a = colorArray.a; + + return highlightColorTable + end + + -- + -- Returns a string associated with a numeric power type + -- + + local powerTypeToStringLookup = + { + [Enum.PowerType.Mana] = MANA, + [Enum.PowerType.Rage] = RAGE, + [Enum.PowerType.Focus] = FOCUS, + [Enum.PowerType.Energy] = ENERGY, + [Enum.PowerType.Happiness] = HAPPINESS, + }; + + local function CombatLog_String_PowerType(powerType) + -- Previous behavior was specifically returning an empty string in this case + if ( not powerType ) then + return ""; + end + + -- Previous behavior was returning nil if powerType didn't match one of the explicitly checked types + return powerTypeToStringLookup[powerType]; + end + + local function CombatLog_String_SchoolString(school) + if ( not school or school == SCHOOL_MASK_NONE ) then + return STRING_SCHOOL_UNKNOWN; + end + + local schoolString = C_Spell.GetSchoolString(school); + return schoolString or STRING_SCHOOL_UNKNOWN + end + + local function CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overenergize ) + local resultStr; + -- Result String formatting + local useOverhealing = overhealing and overhealing > 0; + local useOverkill = overkill and overkill > 0; + local useOverEnergize = overenergize and overenergize > 0; + local useAbsorbed = absorbed and absorbed > 0; + if ( resisted or blocked or critical or glancing or crushing or useOverhealing or useOverkill or useAbsorbed or overenergize ) then + resultStr = nil; + + if ( resisted ) then + if ( resisted < 0 ) then --Its really a vulnerability + resultStr = format(TEXT_MODE_A_STRING_RESULT_VULNERABILITY, -resisted); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_RESIST, resisted); + end + end + if ( blocked ) then + if ( resultStr ) then + resultStr = resultStr.." "..format(TEXT_MODE_A_STRING_RESULT_BLOCK, blocked); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_BLOCK, blocked); + end + end + if ( useAbsorbed ) then + if ( resultStr ) then + resultStr = resultStr.." "..format(TEXT_MODE_A_STRING_RESULT_ABSORB, absorbed); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_ABSORB, absorbed); + end + end + if ( glancing ) then + if ( resultStr ) then + resultStr = resultStr.." "..TEXT_MODE_A_STRING_RESULT_GLANCING; + else + resultStr = TEXT_MODE_A_STRING_RESULT_GLANCING; + end + end + if ( crushing ) then + if ( resultStr ) then + resultStr = resultStr.." "..TEXT_MODE_A_STRING_RESULT_CRUSHING; + else + resultStr = TEXT_MODE_A_STRING_RESULT_CRUSHING; + end + end + if ( useOverhealing ) then + if ( resultStr ) then + resultStr = resultStr.." "..format(TEXT_MODE_A_STRING_RESULT_OVERHEALING, overhealing); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_OVERHEALING, overhealing); + end + end + if ( useOverkill ) then + if ( resultStr ) then + resultStr = resultStr.." "..format(TEXT_MODE_A_STRING_RESULT_OVERKILLING, overkill); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_OVERKILLING, overkill); + end + end + if ( useOverEnergize ) then + if ( resultStr ) then + resultStr = resultStr.." "..format(TEXT_MODE_A_STRING_RESULT_OVERENERGIZE, overenergize); + else + resultStr = format(TEXT_MODE_A_STRING_RESULT_OVERENERGIZE, overenergize); + end + end + if ( critical ) then + local critString = TEXT_MODE_A_STRING_RESULT_CRITICAL; + if ( spellId ) then + critString = TEXT_MODE_A_STRING_RESULT_CRITICAL_SPELL; + end + if ( resultStr ) then + resultStr = resultStr.." "..critString; + else + resultStr = critString; + end + end + end + + return resultStr; + end + + -- + -- Get the appropriate raid icon for a unit + -- + local function CombatLog_String_GetIcon ( unitFlags, direction ) + + -- Check for an appropriate icon for this unit + local raidTarget = bit_band(unitFlags, COMBATLOG_OBJECT_RAIDTARGET_MASK); + if ( raidTarget == 0 ) then + return ""; + end + + local iconString = ""; + local icon = nil; + local iconBit = 0; + + if ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET1 ) then + icon = COMBATLOG_ICON_RAIDTARGET1; + iconBit = COMBATLOG_OBJECT_RAIDTARGET1; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET2 ) then + icon = COMBATLOG_ICON_RAIDTARGET2; + iconBit = COMBATLOG_OBJECT_RAIDTARGET2; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET3 ) then + icon = COMBATLOG_ICON_RAIDTARGET3; + iconBit = COMBATLOG_OBJECT_RAIDTARGET3; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET4 ) then + icon = COMBATLOG_ICON_RAIDTARGET4; + iconBit = COMBATLOG_OBJECT_RAIDTARGET4; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET5 ) then + icon = COMBATLOG_ICON_RAIDTARGET5; + iconBit = COMBATLOG_OBJECT_RAIDTARGET5; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET6 ) then + icon = COMBATLOG_ICON_RAIDTARGET6; + iconBit = COMBATLOG_OBJECT_RAIDTARGET6; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET7 ) then + icon = COMBATLOG_ICON_RAIDTARGET7; + iconBit = COMBATLOG_OBJECT_RAIDTARGET7; + elseif ( raidTarget == COMBATLOG_OBJECT_RAIDTARGET8 ) then + icon = COMBATLOG_ICON_RAIDTARGET8; + iconBit = COMBATLOG_OBJECT_RAIDTARGET8; + end + + -- Insert the Raid Icon if it exists + if ( icon ) then + -- + -- Insert a hyperlink for that icon + + if ( direction == "source" ) then + iconString = format(TEXT_MODE_A_STRING_SOURCE_ICON, iconBit, icon); + else + iconString = format(TEXT_MODE_A_STRING_DEST_ICON, iconBit, icon); + end + end + + return iconString; + end + + -- + -- Gets the appropriate color for a unit type + -- + -- + local function CombatLog_Color_ColorStringByUnitType(unitFlags) + local colorArray = CombatLog_Color_ColorArrayByUnitType(unitFlags); + + return CombatLog_Color_FloatToText(colorArray.r, colorArray.g, colorArray.b, colorArray.a ) + end + + --[[ + -- Handles events and dumps them to the specified frame. + --]] + + -- Add settings as an arg + + local defaultCombatLogLineColor = { a = 1.00, r = 1.00, g = 1.00, b = 1.00 }; + + function CombatLog_OnEvent(filterSettings, timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, ...) + -- [environmentalDamageType] + -- [spellName, spellRank, spellSchool] + -- [damage, school, [resisted, blocked, absorbed, crit, glancing, crushing]] + + -- Upvalue this, we're gonna use it a lot + local settings = filterSettings.settings; + + local lineColor = defaultCombatLogLineColor; + local sourceColor, destColor = nil, nil; + + local braceColor = "FFFFFFFF"; + local abilityColor = "FFFFFF00"; + + -- Processing variables + local textMode = settings.textMode; + local timestampEnabled = settings.timestamp; + local hideBuffs = settings.hideBuffs; + local hideDebuffs = settings.hideDebuffs; + local sourceEnabled = true; + local falseSource = false; + local destEnabled = true; + local valueEnabled = true; + local valueTypeEnabled = true; + local resultEnabled = true; + local powerTypeEnabled = true; + local extraSpellEnabled = false; + local valueIsItem = false; + local withPoints = false; + local forceDestPossessive = false; + + -- Get the initial string + local schoolString; + local resultStr = nil; + + local formatString = TEXT_MODE_A_STRING_1; + if ( EVENT_TEMPLATE_FORMATS[event] ) then + formatString = EVENT_TEMPLATE_FORMATS[event]; + end + + -- Replacements to do: + -- * Src, Dest, Action, Spell, Amount, Result + + -- Spell standard order + local spellId, spellName, spellSchool = nil, nil, nil; + local extraSpellId, extraSpellName, extraSpellSchool = nil, nil, nil; + + -- For Melee/Ranged swings and enchants + local nameIsNotSpell; + local extraNameIsNotSpell = false; + + -- Damage standard order + local amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, overhealing = nil, nil, nil, nil, nil, nil, nil, nil, nil, nil; + -- Miss argument order + local missType, isOffHand, amountMissed; + -- Aura arguments + local auraType; -- BUFF or DEBUFF + -- Energize Arguments + local overEnergize = nil; + + -- Enchant arguments + local itemId, itemName; + + -- Special Spell values + local valueType = 1; -- 1 = School, 2 = Power Type + local extraAmount; -- Used for Drains and Leeches + local powerType; -- Used for energizes, drains and leeches + local environmentalType; -- Used for environmental damage + local message; -- Used for server spell messages + local originalEvent = event; -- Used for spell links + local remainingPoints; --Used for absorbs with the correct flag set (like Power Word: Shield) + + --Extra data for PARTY_KILL, SPELL_INSTAKILL and UNIT_DIED + local unconsciousOnDeath = 0; + + -- Generic disabling stuff + if ( not sourceName or CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_NONE) ) then + sourceEnabled = false; + end + if ( not destName or CombatLog_Object_IsA(destFlags, COMBATLOG_OBJECT_NONE) ) then + destEnabled = false; + end + + local subVal = strsub(event, 1, 5) + + -- Swings + if ( subVal == "SWING" ) then + spellName = ACTION_SWING; + nameIsNotSpell = true; + end + + -- Break out the arguments into variable + if ( event == "SWING_DAMAGE" ) then + -- Damage standard + amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = ...; + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false; + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + + elseif ( event == "SWING_MISSED" ) then + spellName = ACTION_SWING; + + -- Miss type + missType, isOffHand, amountMissed = ...; + + -- Result String + if( missType == "RESIST" or missType == "BLOCK" or missType == "ABSORB" ) then + resultStr = format(_G["TEXT_MODE_A_STRING_RESULT_"..missType], amountMissed); + else + resultStr = _G["ACTION_SWING_MISSED_"..missType]; + end + + -- Miss Type + if ( settings.fullText and missType ) then + event = format("%s_%s", event, missType); + end + + -- Disable appropriate sections + nameIsNotSpell = true; + valueEnabled = false; + resultEnabled = true; + + elseif ( subVal == "SPELL" ) then -- Spell standard arguments + spellId, spellName, spellSchool = ...; + + if ( event == "SPELL_DAMAGE" or event == "SPELL_BUILDING_DAMAGE") then + -- Damage standard + amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "SPELL_MISSED" ) then + -- Miss type + missType, isOffHand, amountMissed = select(4, ...); + + resultEnabled = true; + -- Result String + if( missType == "RESIST" or missType == "BLOCK" or missType == "ABSORB" ) then + if ( amountMissed ~= 0 ) then + resultStr = format(_G["TEXT_MODE_A_STRING_RESULT_"..missType], amountMissed); + else + resultEnabled = false; + end + else + resultStr = _G["ACTION_SWING_MISSED_"..missType]; + end + + -- Miss Event + if ( missType ) then + event = format("%s_%s", event, missType); + end + + -- Disable appropriate sections + valueEnabled = false; + elseif ( event == "SPELL_HEAL" or event == "SPELL_BUILDING_HEAL") then + -- Did the heal crit? + amount, overhealing, absorbed, critical = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + -- Temporary Spell School Hack + school = spellSchool; + + -- Disable appropriate sections + valueEnabled = true; + valueTypeEnabled = true; + + amount = amount - overhealing; + elseif ( event == "SPELL_ENERGIZE" ) then + -- Set value type to be a power type + valueType = 2; + + -- Did the heal crit? + amount, powerType = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + -- Disable appropriate sections + valueEnabled = true; + valueTypeEnabled = true; + elseif ( strsub(event, 1, 14) == "SPELL_PERIODIC" ) then + + if ( event == "SPELL_PERIODIC_MISSED" ) then + -- Miss type + missType, isOffHand, amountMissed = select(4, ...); + + -- Result String + if ( missType == "ABSORB" ) then + resultStr = CombatLog_String_DamageResultString( resisted, blocked, amountMissed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + else + resultStr = _G["ACTION_SPELL_PERIODIC_MISSED_"..missType]; + end + + -- Miss Event + if ( settings.fullText and missType ) then + event = format("%s_%s", event, missType); + end + + -- Disable appropriate sections + valueEnabled = false; + resultEnabled = true; + elseif ( event == "SPELL_PERIODIC_DAMAGE" ) then + -- Damage standard + amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "SPELL_PERIODIC_HEAL" ) then + -- Did the heal crit? + amount, overhealing, absorbed, critical = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + -- Temporary Spell School Hack + school = spellSchool; + + -- Disable appropriate sections + valueEnabled = true; + valueTypeEnabled = true; + + amount = amount - overhealing; + elseif ( event == "SPELL_PERIODIC_DRAIN" ) then + -- Special attacks + amount, powerType, extraAmount = select(4, ...); + + -- Set value type to be a power type + valueType = 2; + + -- Result String + --resultStr = _G[textModeString .. "RESULT"]; + --resultStr = gsub(resultStr,"$resultString", _G["ACTION_"..event.."_RESULT"]); + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false + end + valueEnabled = true; + elseif ( event == "SPELL_PERIODIC_LEECH" ) then + -- Special attacks + amount, powerType, extraAmount = select(4, ...); + + -- Set value type to be a power type + valueType = 2; + + -- Result String + resultStr = format(_G["ACTION_SPELL_PERIODIC_LEECH_RESULT"], nil, nil, nil, nil, nil, nil, nil, CombatLog_String_PowerType(powerType), nil, extraAmount) --"($extraAmount $powerType Gained)" + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false + end + valueEnabled = true; + elseif ( event == "SPELL_PERIODIC_ENERGIZE" ) then + -- Set value type to be a power type + valueType = 2; + + -- Did the heal crit? + amount, powerType = select(4, ...); + + -- Parse the result string + --resultStr = _G[textModeString .. "RESULT"]; + --resultStr = gsub(resultStr,"$resultString", _G["ACTION_"..event.."_RESULT"]); + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + -- Disable appropriate sections + valueEnabled = true; + valueTypeEnabled = true; + end + elseif ( event == "SPELL_CAST_START" ) then -- Spellcast + if ( not destName ) then + destEnabled = false; + end + if ( not sourceName ) then + sourceName = COMBATLOG_UNKNOWN_UNIT; + sourceEnabled = true; + falseSource = true; + end + + -- Disable appropriate types + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_CAST_SUCCESS" ) then + if ( not destName ) then + destEnabled = false; + end + if ( not sourceName ) then + sourceName = COMBATLOG_UNKNOWN_UNIT; + sourceEnabled = true; + falseSource = true; + end + + -- Disable appropriate types + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_CAST_FAILED" ) then + if ( not destName ) then + destEnabled = false; + end + -- Miss reason + missType = select(4, ...); + + -- Result String + resultStr = format("(%s)", missType); + --resultStr = gsub(_G[textModeString .. "RESULT"],"$resultString", missType); + + -- Disable appropriate sections + valueEnabled = false; + destEnabled = false; + + if ( not resultStr ) then + resultEnabled = false; + end + elseif ( event == "SPELL_DRAIN" ) then -- Special Spell effects + -- Special attacks + amount, powerType, extraAmount = select(4, ...); + + -- Set value type to be a power type + valueType = 2; + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false; + end + valueEnabled = true; + elseif ( event == "SPELL_LEECH" ) then + -- Special attacks + amount, powerType, extraAmount = select(4, ...); + + -- Set value type to be a power type + valueType = 2; + + -- Result String + resultStr = format(_G["ACTION_SPELL_LEECH_RESULT"], nil, nil, nil, nil, nil, nil, nil, CombatLog_String_PowerType(powerType), nil, extraAmount) + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false; + end + valueEnabled = true; + elseif ( event == "SPELL_INTERRUPT" ) then + -- Spell interrupted + extraSpellId, extraSpellName, extraSpellSchool = select(4, ...); + + -- Replace the value token with a spell token + if ( extraSpellId ) then + extraSpellEnabled = true; + end + + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + valueTypeEnabled = false; + elseif ( event == "SPELL_EXTRA_ATTACKS" ) then + -- Special attacks + amount = select(4, ...); + + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = true; + valueTypeEnabled = false; + elseif ( event == "SPELL_SUMMON" ) then + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_RESURRECT" ) then + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_CREATE" ) then + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_INSTAKILL" ) then + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + + unconsciousOnDeath = select(5, ...); + elseif ( event == "SPELL_DURABILITY_DAMAGE" ) then + itemId, itemName = select(4, ...); + + -- Disable appropriate sections + valueIsItem = true; + resultEnabled = false; + valueEnabled = true; + elseif ( event == "SPELL_DURABILITY_DAMAGE_ALL" ) then + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_DISPEL_FAILED" ) then + -- Extra Spell standard + extraSpellId, extraSpellName, extraSpellSchool = select(4, ...); + + -- Replace the value token with a spell token + if ( extraSpellId ) then + extraSpellEnabled = true; + end + + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_DISPEL" or event == "SPELL_STOLEN" ) then + -- Extra Spell standard, Aura standard + extraSpellId, extraSpellName, extraSpellSchool, auraType = select(4, ...); + + -- Event Type + event = format("%s_%s", event, auraType); + + -- Replace the value token with a spell token + if ( extraSpellId ) then + extraSpellEnabled = true; + valueEnabled = true; + else + valueEnabled = false; + end + + -- Disable appropriate sections + resultEnabled = false; + elseif ( event == "SPELL_AURA_BROKEN" or event == "SPELL_AURA_BROKEN_SPELL") then + + -- Extra Spell standard, Aura standard + if(event == "SPELL_AURA_BROKEN") then + auraType = select(4, ...); + else + extraSpellId, extraSpellName, extraSpellSchool, auraType = select(4, ...); + end + + -- Abort if buff/debuff is not set to true + if ( hideBuffs and auraType == AURA_TYPE_BUFF ) then + return; + elseif ( hideDebuffs and auraType == AURA_TYPE_DEBUFF ) then + return; + end + + -- Event Type + event = format("%s_%s", event, auraType); + + -- Replace the value token with a spell token + if ( extraSpellId ) then + extraSpellEnabled = true; + valueEnabled = true; + else + forceDestPossessive = true; + valueEnabled = false; + end + + resultEnabled = false; + elseif ( event == "SPELL_AURA_APPLIED" or event == "SPELL_AURA_REMOVED" or event == "SPELL_AURA_REFRESH") then -- Aura Events + -- Aura standard + auraType, remainingPoints = select(4, ...); + + -- Abort if buff/debuff is not set to true + if ( hideBuffs and auraType == AURA_TYPE_BUFF ) then + return; + elseif ( hideDebuffs and auraType == AURA_TYPE_DEBUFF ) then + return; + end + + formatString = TEXT_MODE_A_STRING_1; + + -- Event Type + event = format("%s_%s", event, auraType); + + if ( remainingPoints and settings.fullText ) then + withPoints = true; + end + + resultEnabled = false; + valueEnabled = false; + elseif ( event == "SPELL_AURA_APPLIED_DOSE" or event == "SPELL_AURA_REMOVED_DOSE" ) then + -- Aura standard + auraType, amount = select(4, ...); + + -- Abort if buff/debuff is not set to true + if ( hideBuffs and auraType == AURA_TYPE_BUFF ) then + return; + elseif ( hideDebuffs and auraType == AURA_TYPE_DEBUFF ) then + return; + end + + -- Event Type + event = format("%s_%s", event, auraType); + + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = true; + valueTypeEnabled = false; + + end + elseif ( subVal == "RANGE" ) then + --spellName = ACTION_RANGED; + --nameIsNotSpell = true; + + -- Shots are spells, technically + spellId, spellName, spellSchool = ...; + if ( event == "RANGE_DAMAGE" ) then + -- Damage standard + amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = select(4, ...); + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize); + + if ( not resultStr ) then + resultEnabled = false + end + + -- Disable appropriate sections + nameIsNotSpell = true; + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "RANGE_MISSED" ) then + spellName = ACTION_RANGED; + + -- Miss type + missType, isOffHand, amountMissed = select(4,...); + + -- Result String + if( missType == "RESIST" or missType == "BLOCK" or missType == "ABSORB" ) then + resultStr = format(_G["TEXT_MODE_A_STRING_RESULT_"..missType], amountMissed); + else + resultStr = _G["ACTION_RANGE_MISSED_"..missType]; + end + + -- Miss Type + if ( settings.fullText and missType ) then + event = format("%s_%s", event, missType); + end + + -- Disable appropriate sections + nameIsNotSpell = true; + valueEnabled = false; + resultEnabled = true; + end + elseif ( event == "DAMAGE_SHIELD" ) then -- Damage Shields + -- Spell standard, Damage standard + spellId, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing = ...; + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + -- Disable appropriate sections + if ( not resultStr ) then + resultEnabled = false + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "DAMAGE_SHIELD_MISSED" ) then + -- Spell standard, Miss type + spellId, spellName, spellSchool, missType = ...; + + -- Result String + resultStr = _G["ACTION_DAMAGE_SHIELD_MISSED_"..missType]; + + -- Miss Event + if ( settings.fullText and missType ) then + event = format("%s_%s", event, missType); + end + + -- Disable appropriate sections + valueEnabled = false; + if ( not resultStr ) then + resultEnabled = false; + end + elseif ( event == "PARTY_KILL" ) then -- Unique Events + -- Disable appropriate sections + resultEnabled = false; + valueEnabled = false; + + unconsciousOnDeath = select(5, ...); + elseif ( event == "ENCHANT_APPLIED" ) then + -- Get the enchant name, item id and item name + spellName, itemId, itemName = ...; + nameIsNotSpell = true; + + -- Disable appropriate sections + valueIsItem = true; + resultEnabled = false; + forceDestPossessive = true; + elseif ( event == "ENCHANT_REMOVED" ) then + -- Get the enchant name, item id and item name + spellName, itemId, itemName = ...; + nameIsNotSpell = true; + + -- Disable appropriate sections + valueIsItem = true; + resultEnabled = false; + sourceEnabled = false; + forceDestPossessive = true; + elseif ( event == "UNIT_DIED" or event == "UNIT_DESTROYED" or event == "UNIT_DISSIPATES" ) then + -- Swap Source with Dest + sourceName = destName; + sourceGUID = destGUID; + sourceFlags = destFlags; + + -- Disable appropriate sections + resultEnabled = false; + sourceEnabled = true; + destEnabled = false; + valueEnabled = false; + + elseif ( event == "ENVIRONMENTAL_DAMAGE" ) then + --Environmental Type, Damage standard + environmentalType, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing = ... + environmentalType = string.upper(environmentalType); + + -- Miss Event + spellName = _G["ACTION_ENVIRONMENTAL_DAMAGE_"..environmentalType]; + spellSchool = school; + nameIsNotSpell = true; + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + -- Environmental Event + if ( settings.fullText and environmentalType ) then + event = "ENVIRONMENTAL_DAMAGE_"..environmentalType; + end + + if ( not resultStr ) then + resultEnabled = false; + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "DAMAGE_SPLIT" ) then + -- Spell Standard Arguments, Damage standard + spellId, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing = ...; + + -- Parse the result string + resultStr = CombatLog_String_DamageResultString( resisted, blocked, absorbed, critical, glancing, crushing, overhealing, textMode, spellId, overkill, overEnergize ); + + if ( not resultStr ) then + resultEnabled = false + end + + if ( overkill > 0 ) then + amount = amount - overkill; + end + elseif ( event == "UNIT_LOYALTY" ) then + local gained = ... + if ( gained == 1 ) then + resultStr = _G["PET_LOYALTY_GAIN"]; + else + resultStr = _G["PET_LOYALTY_LOSS"]; + end + formatString = "%6$s"; + end + + -- Throw away all of the assembled strings and just grab a premade one + if ( settings.fullText ) then + local formatStringEvent; + if (withPoints) then + formatStringEvent = format("ACTION_%s_WITH_POINTS_FULL_TEXT", event); + else + formatStringEvent = format("ACTION_%s_FULL_TEXT", event); + end + + -- Get the base string + if ( _G[formatStringEvent] ) then + formatString = _G[formatStringEvent]; + end + + -- Set any special cases + if ( not sourceEnabled ) then + formatStringEvent = formatStringEvent.."_NO_SOURCE"; + end + if ( not destEnabled ) then + formatStringEvent = formatStringEvent.."_NO_DEST"; + end + + if (event=="DAMAGE_SPLIT" and resultStr) then + if (amount == 0) then + formatStringEvent = "ACTION_DAMAGE_SPLIT_ABSORBED_FULL_TEXT"; + else + formatStringEvent = "ACTION_DAMAGE_SPLIT_RESULT_FULL_TEXT"; + end + end + + -- Get the special cased string + if ( _G[formatStringEvent] ) then + formatString = _G[formatStringEvent]; + end + + sourceEnabled = true; + destEnabled = true; + valueEnabled = true; + end + + -- Actor name construction. + -- + local sourceNameStr = ""; + local destNameStr = ""; + local sourceIcon = ""; + local destIcon = ""; + local spellNameStr = spellName; + local extraSpellNameStr = extraSpellName; + local itemNameStr = itemName; + local actionEvent = "ACTION_"..event; + + --This is to get PARTY_KILL COMBAT_LOG_EVENTs on UnconsciousOnDeath units to display properly without new CombatLog events. + if ( event == "PARTY_KILL" ) then + if ( unconsciousOnDeath == 1 ) then + actionEvent = "ACTION_PARTY_KILL_UNCONSCIOUS"; + + if ( settings.fullText ) then + formatString = _G["ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT"]; + end + end + end + + --This is to get SPELL_INSTAKILL COMBAT_LOG_EVENTs on UnconsciousOnDeath units to display properly without new CombatLog events. + if ( event == "SPELL_INSTAKILL" ) then + if ( unconsciousOnDeath == 1 ) then + actionEvent = "ACTION_SPELL_INSTAKILL_UNCONSCIOUS"; + + if ( settings.fullText ) then + if ( not sourceEnabled ) then + formatString = _G["ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE"]; + else + formatString = _G["ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT"]; + end + end + end + end + + --This is to get the UNIT_DIED COMBAT_LOG_EVENTs for UnconsciousOnDeath units to display properly without new CombatLog events. + if ( event == "UNIT_DIED" ) then + if ( unconsciousOnDeath == 1 ) then + actionEvent = "ACTION_UNIT_BECCOMES_UNCONSCIOUS"; + + if ( settings.fullText ) then + formatString = _G["ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT"]; + end + end + end + + local actionStr = _G[actionEvent]; + local timestampStr = timestamp; + local powerTypeString = ""; + + -- If this ever succeeds, the event string is missing. + -- + if ( not actionStr ) then + actionStr = event; + end + + -- Initialize the strings now + sourceNameStr, destNameStr = sourceName, destName; + + -- Special changes for localization when not in full text mode + if ( not settings.fullText and COMBAT_LOG_UNIT_YOU_ENABLED == "1" ) then + -- Replace your name with "You"; + if ( sourceName and CombatLog_Object_IsA(sourceFlags, COMBATLOG_FILTER_MINE) ) then + sourceNameStr = UNIT_YOU_SOURCE; + end + if ( destName and CombatLog_Object_IsA(destFlags, COMBATLOG_FILTER_MINE) ) then + destNameStr = UNIT_YOU_DEST; + end + -- Apply the possessive form to the source + if ( sourceName and spellName and _G[actionEvent.."_POSSESSIVE"] == "1" ) then + if ( sourceName and CombatLog_Object_IsA(sourceFlags, COMBATLOG_FILTER_MINE) ) then + sourceNameStr = UNIT_YOU_SOURCE_POSSESSIVE; + end + end + -- Apply the possessive form to the source + if ( destName and ( extraSpellName or itemName ) ) then + if ( destName and CombatLog_Object_IsA(destFlags, COMBATLOG_FILTER_MINE) ) then + destNameStr = UNIT_YOU_DEST_POSSESSIVE; + end + end + + -- If its full text mode + else + -- Apply the possessive form to the source + if ( sourceName and spellName and _G[actionEvent.."_POSSESSIVE"] == "1" ) then + sourceNameStr = format(TEXT_MODE_A_STRING_POSSESSIVE, sourceNameStr); + end + + -- Apply the possessive form to the dest if the dest has a spell + if ( ( extraSpellName or forceDestPossessive ) and destName ) then + destNameStr = format(TEXT_MODE_A_STRING_POSSESSIVE, destNameStr); + end + end + + -- Unit Icons + if ( settings.unitIcons ) then + if ( sourceName ) then + sourceIcon = CombatLog_String_GetIcon(sourceRaidFlags, "source"); + end + if ( destName ) then + destIcon = CombatLog_String_GetIcon(destRaidFlags, "dest"); + end + end + + -- Get the source color + if ( sourceName ) then + sourceColor = CombatLog_Color_ColorStringByUnitType( sourceFlags ); + end + + -- Get the dest color + if ( destName ) then + destColor = CombatLog_Color_ColorStringByUnitType( destFlags ); + end + + -- Whole line coloring + if ( settings.lineColoring ) then + if ( settings.lineColorPriority == 3 or ( not sourceName and not destName) ) then + lineColor = CombatLog_Color_ColorArrayByEventType( event, filterSettings ); + else + if ( ( settings.lineColorPriority == 1 and sourceName ) or not destName ) then + lineColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( ( settings.lineColorPriority == 2 and destName ) ) then + lineColor = CombatLog_Color_ColorArrayByUnitType( destFlags, filterSettings ); + else + lineColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + end + end + end + + -- Power Type + if ( powerType ) then + powerTypeString = CombatLog_String_PowerType(powerType); + end + + -- Only replace if there's an amount + if ( amount ) then + local amountColor; + + -- Color amount numbers + if ( settings.amountColoring ) then + -- To make white swings white + if ( settings.noMeleeSwingColoring and school == SCHOOL_MASK_PHYSICAL and not spellId ) then + -- Do nothing + elseif ( settings.amountActorColoring ) then + if ( sourceName ) then + amountColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( destName ) then + amountColor = CombatLog_Color_ColorArrayByUnitType( destFlags, filterSettings ); + end + elseif ( settings.amountSchoolColoring ) then + amountColor = CombatLog_Color_ColorArrayBySchool(school, filterSettings); + else + amountColor = filterSettings.colors.defaults.damage; + end + + end + -- Highlighting + if ( settings.amountHighlighting ) then + local colorArray; + if ( not amountColor ) then + colorArray = lineColor; + else + colorArray = amountColor; + end + amountColor = CombatLog_Color_HighlightColorArray (colorArray); + end + + if ( amountColor ) then + amountColor = CombatLog_Color_FloatToText(amountColor); + amount = format("|c%s%s|r", amountColor, amount); + end + + schoolString = CombatLog_String_SchoolString(school); + local schoolNameColor = nil; + -- Color school names + if ( settings.schoolNameColoring ) then + if ( settings.noMeleeSwingColoring and school == SCHOOL_MASK_PHYSICAL and not spellId ) then + elseif ( settings.schoolNameActorColoring ) then + if ( sourceName ) then + schoolNameColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( destName ) then + schoolNameColor = CombatLog_Color_ColorArrayByUnitType( destFlags, filterSettings ); + end + else + schoolNameColor = CombatLog_Color_ColorArrayBySchool( school, filterSettings ); + end + end + -- Highlighting + if ( settings.schoolNameHighlighting ) then + local colorArray; + if ( not schoolNameColor ) then + colorArray = lineColor; + else + colorArray = schoolNameColor; + end + schoolNameColor = CombatLog_Color_HighlightColorArray (colorArray); + end + if ( schoolNameColor ) then + schoolNameColor = CombatLog_Color_FloatToText(schoolNameColor); + schoolString = format("|c%s%s|r", schoolNameColor, schoolString); + end + + end + + -- Color source names + if ( settings.unitColoring ) then + if ( sourceName and settings.sourceColoring ) then + sourceNameStr = format("|c%s%s|r", sourceColor, sourceNameStr); + end + if ( destName and settings.destColoring ) then + destNameStr = format("|c%s%s|r", destColor, destNameStr); + end + end + + -- If there's an action (always) + if ( actionStr ) then + local actionColor = nil; + -- Color ability names + if ( settings.actionColoring ) then + + if ( settings.actionActorColoring ) then + if ( sourceName ) then + actionColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( destName ) then + actionColor = CombatLog_Color_ColorArrayByUnitType( destFlags, filterSettings ); + end + elseif ( settings.actionSchoolColoring and spellSchool ) then + actionColor = CombatLog_Color_ColorArrayBySchool( spellSchool, filterSettings ); + else + actionColor = CombatLog_Color_ColorArrayByEventType(event); + end + -- Special option to only color "Miss" if there's no damage + elseif ( settings.missColoring ) then + + if ( event ~= "SWING_DAMAGE" and + event ~= "RANGE_DAMAGE" and + event ~= "SPELL_DAMAGE" and + event ~= "SPELL_PERIODIC_DAMAGE" ) then + + if ( settings.actionActorColoring ) then + actionColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( settings.actionSchoolColoring ) then + actionColor = CombatLog_Color_ColorArrayBySchool( spellSchool, filterSettings ); + else + actionColor = CombatLog_Color_ColorArrayByEventType(event); + end + + end + end + + -- Highlighting + if ( settings.actionHighlighting ) then + local colorArray; + if ( not actionColor ) then + colorArray = lineColor; + else + colorArray = actionColor; + end + actionColor = CombatLog_Color_HighlightColorArray (colorArray); + end + + if ( actionColor ) then + actionColor = CombatLog_Color_FloatToText(actionColor); + actionStr = format("|c%s%s|r", actionColor, actionStr); + end + + end + -- If there's a spell name + if ( spellName ) then + local spellAbilityColor = nil; + -- Color ability names + if ( settings.abilityColoring ) then + if ( settings.abilityActorColoring ) then + spellAbilityColor = CombatLog_Color_ColorArrayByUnitType( sourceFlags, filterSettings ); + elseif ( settings.abilitySchoolColoring ) then + spellAbilityColor = CombatLog_Color_ColorArrayBySchool( spellSchool, filterSettings ); + else + if ( spellSchool ) then + spellAbilityColor = filterSettings.colors.defaults.spell; + end + end + end + + -- Highlight this color + if ( settings.abilityHighlighting ) then + local colorArray; + if ( not spellAbilityColor ) then + colorArray = lineColor; + else + colorArray = spellAbilityColor; + end + spellAbilityColor = CombatLog_Color_HighlightColorArray (colorArray); + end + if ( spellAbilityColor ) then + spellAbilityColor = CombatLog_Color_FloatToText(spellAbilityColor); + if ( itemId ) then + spellNameStr = spellName; + else + spellNameStr = format("|c%s%s|r", spellAbilityColor, spellName); + end + end + end + + -- If there's a spell name + if ( extraSpellName ) then + local extraAbilityColor = nil; + -- Color ability names + if ( settings.abilityColoring ) then + + if ( settings.abilitySchoolColoring ) then + extraAbilityColor = CombatLog_Color_ColorArrayBySchool( extraSpellSchool, filterSettings ); + else + if ( extraSpellSchool ) then + extraAbilityColor = CombatLog_Color_ColorArrayBySchool( SCHOOL_MASK_HOLY, filterSettings ); + else + extraAbilityColor = CombatLog_Color_ColorArrayBySchool( nil, filterSettings ); + end + end + end + -- Highlight this color + if ( settings.abilityHighlighting ) then + local colorArray; + if ( not extraAbilityColor ) then + colorArray = lineColor; + else + colorArray = extraAbilityColor; + end + extraAbilityColor = CombatLog_Color_HighlightColorArray (colorArray); + end + if ( extraAbilityColor ) then + extraAbilityColor = CombatLog_Color_FloatToText(extraAbilityColor); + extraSpellNameStr = format("|c%s%s|r", extraAbilityColor, extraSpellName); + end + end + + -- Whole line highlighting + if ( settings.lineHighlighting ) then + if ( filterSettings.colors.highlightedEvents[event] ) then + lineColor = CombatLog_Color_HighlightColorArray (lineColor); + end + end + + -- Build braces + if ( settings.braces ) then + -- Unit specific braces + if ( settings.unitBraces ) then + if ( sourceName and settings.sourceBraces ) then + sourceNameStr = format(TEXT_MODE_A_STRING_BRACE_UNIT, braceColor, sourceNameStr, braceColor); + end + + if ( destName and settings.destBraces ) then + destNameStr = format(TEXT_MODE_A_STRING_BRACE_UNIT, braceColor, destNameStr, braceColor); + end + end + + -- Spell name braces + if ( spellName and settings.spellBraces ) then + if ( not itemId ) then + spellNameStr = format(TEXT_MODE_A_STRING_BRACE_SPELL, braceColor, spellNameStr, braceColor); + end + end + if ( extraSpellName and settings.spellBraces ) then + extraSpellNameStr = format(TEXT_MODE_A_STRING_BRACE_SPELL, braceColor, extraSpellNameStr, braceColor); + end + + -- Build item braces + if ( itemName and settings.itemBraces ) then + itemNameStr = format(TEXT_MODE_A_STRING_BRACE_ITEM, braceColor, itemNameStr, braceColor); + end + end + + local sourceString = ""; + local spellString = ""; + local actionString = ""; + local destString = ""; + local valueString = ""; + local resultString = ""; + local remainingPointsString = ""; + + if ( sourceEnabled and sourceName and falseSource ) then + sourceString = sourceName; + elseif ( sourceEnabled and sourceName ) then + sourceString = format(TEXT_MODE_A_STRING_SOURCE_UNIT, sourceIcon, sourceGUID, sourceName, sourceNameStr); + end + + if ( spellName ) then + if ( nameIsNotSpell ) then + spellString = format(TEXT_MODE_A_STRING_ACTION, originalEvent, spellNameStr); + else + spellString = format(TEXT_MODE_A_STRING_SPELL, spellId, 0, originalEvent, spellNameStr, spellId); + end + end + + if ( actionString ) then + actionString = format(TEXT_MODE_A_STRING_ACTION, originalEvent, actionStr); + end + + if ( destEnabled and destName ) then + destString = format(TEXT_MODE_A_STRING_DEST_UNIT, destIcon, destGUID, destName, destNameStr); + end + + if ( valueEnabled ) then + if ( extraSpellEnabled and extraSpellNameStr ) then + if ( extraNameIsNotSpell ) then + valueString = extraSpellNameStr; + else + valueString = format(TEXT_MODE_A_STRING_SPELL_EXTRA, extraSpellId, 0, originalEvent, extraSpellNameStr, spellId); + end + elseif ( valueIsItem and itemNameStr ) then + valueString = format(TEXT_MODE_A_STRING_ITEM, itemId, itemNameStr); + elseif ( amount ) then + if ( valueTypeEnabled ) then + if ( valueType == 1 and schoolString ) then + valueString = format(TEXT_MODE_A_STRING_VALUE_SCHOOL, amount, schoolString); + elseif ( valueType == 2 and powerTypeString ) then + valueString = format(TEXT_MODE_A_STRING_VALUE_TYPE, amount, powerTypeString); + end + end + if ( valueString == "" ) then + valueString = amount; + end + end + end + + if ( resultEnabled and resultStr ) then + resultString = resultStr; + end + + if ( not schoolString ) then + schoolString = ""; + end + if ( not powerTypeString ) then + powerTypeString = ""; + end + if ( not amount ) then + amount = ""; + end + + if ( not extraAmount) then + extraAmount = ""; + end + + if ( sourceString == "" and not hideCaster ) then + sourceString = UNKNOWN; + end + + if ( destEnabled and destString == "" ) then + destString = UNKNOWN; + end + + if ( remainingPoints ) then + remainingPointsString = format(TEXT_MODE_A_STRING_REMAINING_POINTS, remainingPoints); + end + + local finalString = format(formatString, sourceString, spellString, actionString, destString, valueString, resultString, schoolString, powerTypeString, amount, extraAmount, remainingPointsString); + + finalString = gsub(finalString, " [ ]+", " " ); -- extra white spaces + finalString = gsub(finalString, " ([.,])", "%1" ); -- spaces before periods or comma + finalString = gsub(finalString, "^([ .,]+)", "" ); -- spaces, period or comma at the beginning of a line + + if ( timestampEnabled and timestamp ) then + -- Replace the timestamp + finalString = format(TEXT_MODE_A_STRING_TIMESTAMP, date(settings.timestampFormat, timestamp), finalString); + end + + -- NOTE: be sure to pass back nil for the color id or the color id may override the r, g, b values for this message line + return finalString, lineColor.r, lineColor.g, lineColor.b; + end + + -- Process the event and add it to the combat log + function CombatLog_AddEvent(...) + -- Add the messages + local text, r, g, b, a = CombatLog_OnEvent(Blizzard_CombatLog_CurrentSettings, ... ); + if ( text ) then + COMBATLOG:AddMessage(text, r, g, b, a); + end + end + + -- + -- Combat Log Global Functions + -- + + --[[ + -- + -- Returns the correct {} code for the combat log bit + -- + -- args: + -- bit - a bit exactly equal to a raid target icon. + --]] + local function Blizzard_CombatLog_BitToBraceCode(bit) + if ( bit == COMBATLOG_OBJECT_RAIDTARGET1 ) then + return "{"..strlower(RAID_TARGET_1).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET2 ) then + return "{"..strlower(RAID_TARGET_2).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET3 ) then + return "{"..strlower(RAID_TARGET_3).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET4 ) then + return "{"..strlower(RAID_TARGET_4).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET5 ) then + return "{"..strlower(RAID_TARGET_5).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET6 ) then + return "{"..strlower(RAID_TARGET_6).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET7 ) then + return "{"..strlower(RAID_TARGET_7).."}"; + elseif ( bit == COMBATLOG_OBJECT_RAIDTARGET8 ) then + return "{"..strlower(RAID_TARGET_8).."}"; + end + return ""; + end + + -- The format of the data describing context menu entries was originally written for the legacy menus + -- but is being funneled into the updated menu system to minimize any changes. + function CreateCombatLogContextMenu(region, tbls) + MenuUtil.CreateContextMenu(region, function(owner, rootDescription) + rootDescription:SetTag("MENU_COMBAT_LOG", tbls); + + for index, tbl in ipairs(tbls) do + if tbl.divider then + rootDescription:CreateDivider(); + else + local button = rootDescription:CreateButton(tbl.text, tbl.func); + + -- We can invert 'disabled' here as none of it's uses were functions. If functions are added, + -- a function wrapper can be passed instead that inverts the return value of the added function. + button:SetEnabled(not tbl.disabled); + end + end + end); + end + + -- CombatLogQuickButtonTemplate + local function CreateQuickButton(name) + local button = CreateFrame("Button", name, CombatLogQuickButtonFrame) + button:SetHeight(20) + button:SetNormalFontObject(GameFontDisable) + button:SetHighlightFontObject(GameFontHighlight) + button:SetScript("OnClick", function(self) + Blizzard_CombatLog_QuickButton_OnClick(self:GetID()) + PlaySound(SOUNDKIT.U_CHAT_SCROLL_BUTTON) + end) + button:SetScript("OnEnter", function(self) + if self.tooltip then + GameTooltip:SetOwner(self, "ANCHOR_RIGHT") + GameTooltip:SetText(self.tooltip, 1, 1, 1, 1, 1) + GameTooltip:Show() + end + end) + button:SetScript("OnLeave", function() + GameTooltip:Hide() + end) + return button + end + + function Blizzard_CombatLog_Update_QuickButtons() + local baseName = "CombatLogQuickButtonFrame"; + local buttonName, button, textWidth; + local buttonIndex = 1; + -- subtract the width of the dropdown button + local clogleft, clogright = COMBATLOG:GetRight(), COMBATLOG:GetLeft(); + local maxWidth; + if ( clogleft and clogright ) then + maxWidth = (COMBATLOG:GetRight()-COMBATLOG:GetLeft())-31; --Hacky hacky because GetWidth goes crazy when it is docked + else + maxWidth = COMBATLOG:GetWidth() - 31; + end + + local additionalFilterButton = CombatLogQuickButtonFrame.AdditionalFilterButton; + + local totalWidth = 0; + local padding = 13; + local showMoreQuickButtons = true; + local hasOffBar = false; + for index, filter in ipairs(Blizzard_CombatLog_Filters.filters) do + buttonName = baseName.."Button"..buttonIndex; + button = _G[buttonName]; + if ( ShowQuickButton(filter) and showMoreQuickButtons ) then + if ( not button ) then + button = CreateQuickButton(buttonName); + end + button:SetText(filter.name); + textWidth = button:GetTextWidth(); + totalWidth = totalWidth + textWidth + padding; + if ( totalWidth <= maxWidth ) then + button:SetWidth(textWidth+padding); + button:SetID(index); + button:Show(); + button.tooltip = filter.tooltip; + if ( buttonIndex > 1 ) then + button:SetPoint("LEFT", _G[baseName.."Button"..buttonIndex-1], "RIGHT", 3, 0); + else + button:SetPoint("LEFT", CombatLogQuickButtonFrame, "LEFT", 3, 0); + end + if ( Blizzard_CombatLog_Filters.currentFilter == index and (Blizzard_CombatLog_CurrentSettings and not Blizzard_CombatLog_CurrentSettings.isTemp) ) then + button:LockHighlight(); + else + button:UnlockHighlight(); + end + filter.onQuickBar = true; + else + -- Don't show anymore buttons if the maxwidth has been exceeded + showMoreQuickButtons = false; + hasOffBar = true; + button:Hide(); + filter.onQuickBar = false; + end + buttonIndex = buttonIndex + 1; + else + filter.onQuickBar = false; + if ( button ) then + button:Hide(); + end + end + end + + -- Hide remaining buttons + repeat + button = _G[baseName.."Button"..buttonIndex]; + if ( button ) then + button:Hide(); + end + buttonIndex = buttonIndex+1; + until not button; + + additionalFilterButton:SetShown(hasOffBar); + end + + function Blizzard_CombatLog_QuickButton_OnClick(id) + Blizzard_CombatLog_Filters.currentFilter = id; + Blizzard_CombatLog_CurrentSettings = Blizzard_CombatLog_Filters.filters[Blizzard_CombatLog_Filters.currentFilter]; + Blizzard_CombatLog_ApplyFilters(Blizzard_CombatLog_CurrentSettings); + if ( Blizzard_CombatLog_CurrentSettings.settings.showHistory ) then + Blizzard_CombatLog_Refilter(); + end + Blizzard_CombatLog_Update_QuickButtons(); + end + + function ShowQuickButton(filter) + if ( filter.hasQuickButton ) then + if ( IsInRaid() ) then + return filter.quickButtonDisplay.raid; + elseif ( IsInGroup() ) then + return filter.quickButtonDisplay.party; + else + return filter.quickButtonDisplay.solo; + end + else + return false; + end; + end + + -- Right-click menus and chat links for the log's unit, icon, spell and + -- action links. Unit, icon and action links have no tooltip, so they stop + -- here; a plain click on a spell link shows the spell. + local HookSetItemRef = SetItemRef + _G.SetItemRef = function(link, text, button) + if strsub(link, 1, 4) == "unit" then + local _, guid, name = strsplit(":", link) + if IsModifiedClick("CHATLINK") then + InsertLink(name) + elseif button == "RightButton" then + CreateCombatLogContextMenu(COMBATLOG, Blizzard_CombatLog_CreateUnitMenu(name, guid)) + end + return + elseif strsub(link, 1, 4) == "icon" then + local _, iconBit = strsplit(":", link) + iconBit = tonumber(iconBit) + if button == "RightButton" then + CreateCombatLogContextMenu(COMBATLOG, Blizzard_CombatLog_CreateUnitMenu(Blizzard_CombatLog_BitToBraceCode(iconBit), nil, iconBit)) + elseif IsModifiedClick("CHATLINK") then + InsertLink(Blizzard_CombatLog_BitToBraceCode(iconBit)) + end + return + elseif strsub(link, 1, 6) == "action" then + local _, event = strsplit(":", link) + if button == "RightButton" then + CreateCombatLogContextMenu(COMBATLOG, Blizzard_CombatLog_CreateActionMenu(event)) + end + return + elseif strsub(link, 1, 5) == "spell" then + local _, spellId, _, event = strsplit(":", link) + spellId = tonumber(spellId) + if IsModifiedClick("CHATLINK") then + if spellId > 0 then + InsertLink(GetSpellLink(spellId)) + end + return + elseif button == "RightButton" and event then + CreateCombatLogContextMenu(COMBATLOG, Blizzard_CombatLog_CreateSpellMenu(text, spellId, event)) + return + end + end + HookSetItemRef(link, text, button) + end + + -- Turtle's ChatFrame_OnHyperlinkShow handles spell::: links + -- itself, never reaching SetItemRef, and the log's spell::0: + -- links have that shape. Elsewhere the original forwards them there anyway. + local HookChatFrame_OnHyperlinkShow = ChatFrame_OnHyperlinkShow + _G.ChatFrame_OnHyperlinkShow = function(link, text, button) + if strfind(link, "^spell:%d+:%d+:%u[%u_]*$") then + SetItemRef(link, text, button) + return + end + return HookChatFrame_OnHyperlinkShow(link, text, button) + end + + -- CombatConfig_CreateCombatFilter, without the config window to select it in + local function CreateCombatFilter(name, filter) + local newFilter = CopyTable(filter) + if not name or name == "" then + name = format(DEFAULT_COMBATLOG_FILTER_NAME, #Blizzard_CombatLog_Filters.filters) + end + newFilter.name = name + newFilter.tooltip = "" + -- the unit menu's filter is temporary; its saved copy is not + newFilter.isTemp = nil + tinsert(Blizzard_CombatLog_Filters.filters, newFilter) + Blizzard_CombatLog_Update_QuickButtons() + end + + -- the unit menu's "Save" (COPY_COMBAT_FILTER); the filter arrives as data + StaticPopupDialogs["PFUI_COPY_COMBAT_FILTER"] = { + text = ENTER_FILTER_NAME, + button1 = ACCEPT, + button2 = CANCEL, + hasEditBox = 1, + maxLetters = 32, + OnAccept = function(filter) + CreateCombatFilter(_G[this:GetParent():GetName().."EditBox"]:GetText(), filter) + end, + EditBoxOnEnterPressed = function(filter) + CreateCombatFilter(this:GetText(), filter) + this:GetParent():Hide() + end, + EditBoxOnEscapePressed = function() this:GetParent():Hide() end, + timeout = 0, whileDead = 1, hideOnEscape = 1, + } + + _G.pfUI_combatlog = _G.pfUI_combatlog or Blizzard_CombatLog_Filter_Defaults + Blizzard_CombatLog_Filters = _G.pfUI_combatlog + Blizzard_CombatLog_CurrentSettings = Blizzard_CombatLog_Filters.filters[Blizzard_CombatLog_Filters.currentFilter] + + -- The bar above the log: a button per quick filter, a menu for the filters + -- that don't fit, and the refilter's progress. + CombatLogQuickButtonFrame = CreateFrame("Frame", "CombatLogQuickButtonFrame", COMBATLOG) + CombatLogQuickButtonFrame:SetHeight(24) + CombatLogQuickButtonFrame:SetPoint("BOTTOMLEFT", COMBATLOG, "TOPLEFT") + CombatLogQuickButtonFrame:SetPoint("BOTTOMRIGHT", COMBATLOG, "TOPRIGHT") + CombatLogQuickButtonFrame:SetScript("OnShow", Blizzard_CombatLog_Update_QuickButtons) + CombatLogQuickButtonFrame:SetScript("OnSizeChanged", Blizzard_CombatLog_Update_QuickButtons) + -- chat.lua makes room for the bar above the docked log, and passes the + -- log's lines through unparsed (it sets pfCombatLog again on each refresh) + COMBATLOG.CombatLogQuickButtonFrame = CombatLogQuickButtonFrame + COMBATLOG.pfCombatLog = true + + -- Blizzard's AdjustCombatLogHeight. FCF_DockUpdate pins every docked frame + -- but the first to the top of DEFAULT_CHAT_FRAME, which puts the bar over + -- the tabs, so the log's top goes back down by the bar's height each time. + -- A tab sits on its frame's Background, so the log's Background reaches up + -- over the bar to keep the tab in line with the others. + local barHeight = CombatLogQuickButtonFrame:GetHeight() + local background = _G[COMBATLOG:GetName().."Background"] + background:SetPoint("TOPLEFT", COMBATLOG, "TOPLEFT", -2, 3 + barHeight) + background:SetPoint("TOPRIGHT", COMBATLOG, "TOPRIGHT", 2, 3 + barHeight) + + hooksecurefunc("FCF_DockUpdate", function() + if COMBATLOG.isDocked and DOCKED_CHAT_FRAMES[1] ~= COMBATLOG then + COMBATLOG:SetPoint("TOPLEFT", DEFAULT_CHAT_FRAME, "TOPLEFT", 0, -barHeight) + end + end) + + CombatLogQuickButtonFrameProgressBar = CreateFrame("StatusBar", nil, CombatLogQuickButtonFrame) + CombatLogQuickButtonFrameProgressBar:SetHeight(4) + CombatLogQuickButtonFrameProgressBar:SetPoint("TOPLEFT", CombatLogQuickButtonFrame, "TOPLEFT", 0, 2) + CombatLogQuickButtonFrameProgressBar:SetPoint("TOPRIGHT", CombatLogQuickButtonFrame, "TOPRIGHT", 0, 2) + CombatLogQuickButtonFrameProgressBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar") + CombatLogQuickButtonFrameProgressBar:SetStatusBarColor(0, 1, .3) + CombatLogQuickButtonFrameProgressBar:Hide() + + local filterButton = CreateFrame("Button", nil, CombatLogQuickButtonFrame) + filterButton:SetWidth(28) + filterButton:SetHeight(28) + filterButton:SetPoint("TOPRIGHT", CombatLogQuickButtonFrame, "TOPRIGHT") + filterButton:SetHitRectInsets(6, 6, 7, 7) + filterButton:SetNormalTexture("Interface\\MainMenuBar\\UI-MainMenu-ScrollDownButton-Up") + filterButton:SetPushedTexture("Interface\\MainMenuBar\\UI-MainMenu-ScrollDownButton-Down") + filterButton:SetHighlightTexture("Interface\\MainMenuBar\\UI-MainMenu-ScrollDownButton-Highlight", "ADD") + filterButton:SetScript("OnMouseDown", function(self) + CreateCombatLogContextMenu(self, Blizzard_CombatLog_CreateFilterMenu()) + end) + filterButton:SetScript("OnEnter", function(self) + GameTooltip:SetOwner(self, "ANCHOR_RIGHT") + GameTooltip:SetText(ADDITIONAL_FILTERS, 1, 1, 1) + GameTooltip:Show() + end) + filterButton:SetScript("OnLeave", function() + GameTooltip:Hide() + end) + CombatLogQuickButtonFrame.AdditionalFilterButton = filterButton + + -- The 1.12 text log's events keep firing for whatever else reads them, but + -- stop reaching this frame. Its message groups stay saved, so the text log + -- comes back when this module is disabled. Groups with no COMBAT_LOG_EVENT + -- counterpart keep showing here. + local textgroups = { + COMBAT_ERROR = true, COMBAT_MISC_INFO = true, COMBAT_XP_GAIN = true, COMBAT_HONOR_GAIN = true, + COMBAT_FACTION_CHANGE = true, SPELL_TRADESKILLS = true, SPELL_ITEM_ENCHANTMENTS = true, + } + local replaced = {} + for group, events in pairs(ChatTypeGroup) do + if not textgroups[group] and (strfind(group, "^COMBAT_") or strfind(group, "^SPELL_")) then + for _, event in pairs(events) do + replaced[event] = true + end + end + end + + local OnEvent = COMBATLOG:GetScript("OnEvent") + COMBATLOG:SetScript("OnEvent", function(self, event, ...) + if replaced[event] then return end + return OnEvent(self, event, ...) + end) + + -- The log takes live events only while it shows. Showing it again applies + -- the current filter and refills it from the kept entries. + CombatLogUpdateFrame:SetScript("OnEvent", function() + CombatLog_AddEvent(CombatLogGetCurrentEventInfo()) + end) + + COMBATLOG:HookScript("OnShow", function() + CombatLogUpdateFrame:RegisterEvent("COMBAT_LOG_EVENT") + Blizzard_CombatLog_QuickButton_OnClick(Blizzard_CombatLog_Filters.currentFilter) + end) + + COMBATLOG:HookScript("OnHide", function() + CombatLogUpdateFrame:UnregisterEvent("COMBAT_LOG_EVENT") + end) + + if COMBATLOG:IsShown() then + CombatLogUpdateFrame:RegisterEvent("COMBAT_LOG_EVENT") + Blizzard_CombatLog_QuickButton_OnClick(Blizzard_CombatLog_Filters.currentFilter) + end +end) diff --git a/pfUI.toc b/pfUI.toc index 56e53869..e60be031 100644 --- a/pfUI.toc +++ b/pfUI.toc @@ -4,7 +4,7 @@ ## Notes: A complete user interface replacement. ## Notes-ruRU: Полная замена пользовательского интерфейса. ## Version: @project-version@ -## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle +## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle, pfUI_combatlog ## SavedVariablesPerCharacter: pfUI_config, pfUI_init, pfUI_playerDB, pfUI_eqmgr ## X-Website: https://github.com/brues-code/pfUI diff --git a/pfUI_ClassicAPI.toc b/pfUI_ClassicAPI.toc index 25a1738b..269d8a8b 100644 --- a/pfUI_ClassicAPI.toc +++ b/pfUI_ClassicAPI.toc @@ -4,7 +4,7 @@ ## Notes: A complete user interface replacement. ## Notes-ruRU: Полная замена пользовательского интерфейса. ## Version: @project-version@ -## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle +## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle, pfUI_combatlog ## SavedVariablesPerCharacter: pfUI_config, pfUI_init, pfUI_playerDB, pfUI_eqmgr ## X-Website: https://github.com/brues-code/pfUI diff --git a/pfUI_Turtle.toc b/pfUI_Turtle.toc index 5319bbcf..27355308 100644 --- a/pfUI_Turtle.toc +++ b/pfUI_Turtle.toc @@ -4,7 +4,7 @@ ## Notes: A complete user interface replacement. ## Notes-ruRU: Полная замена пользовательского интерфейса. ## Version: @project-version@ -## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle +## SavedVariables: pfUI_profiles, pfUI_addon_profiles, pfUI_cache, pfUI_throttle, pfUI_combatlog ## SavedVariablesPerCharacter: pfUI_config, pfUI_init, pfUI_playerDB, pfUI_eqmgr ## X-Website: https://github.com/brues-code/pfUI