%%% GEARHEAD I18N TEXT MESSAGES %%%

% gharena.pas
GHARENA.PAS_START_RPG_CAMPAIGN    <ڡϤ>      <Start RPG Campaign>
GHARENA.PAS_LOAD_RPG_CAMPAIGN     <ڡɤ>      <Load RPG Campaign>
GHARENA.PAS_NEW_ARENA_UNIT        <꡼ʤΥ>    <New Arena Unit>
GHARENA.PAS_LOAD_ARENA_UNIT       <꡼ʤΥɤ>  <Load Arena Unit>
GHARENA.PAS_CREATE_CHARACTER      <饯>        <Create Character>
GHARENA.PAS_EDIT_MAP              <ޥåפ>              <Edit Map>
GHARENA.PAS_VIEW_DESIGN_FILES     <åǥ򸫤>          <View Design Files>
GHARENA.PAS_VIEW_COLOR_SELECTOR   <ܤ򸫤>                  <View Color Selector>
GHARENA.PAS_QUIT_GAME             <λ>                          <Quit Game>


% ui4gh.pp
ui4gh_ControlTypeName_Menu      <˥塼>                      <Menu>
ui4gh_ControlTypeName_Roguelike <饤>                  <Roguelike>
ui4gh_BVTypeName1               <Off>                           <Off>
ui4gh_BVTypeName2               <1/4>                           <1/4>
ui4gh_BVTypeName3               <1/2>                           <1/2>
ui4gh_BVTypeName4               <Max>                           <Max>


% ability.pp PilotName()
PILOTNAME_NOTHING               <>                                          <Nothing>

% action.pp Check_DrainMaxHP()
%	#1 : GearName(Mek)
%	#2 : Damage_of_MaxHP
Check_DrainMaxHP_Drained        <#1 HP #2 ä>                         <#1 drained #2 damage.>
%	# : GearName(Mek)
Check_DrainMaxHP_Drained_and    <# HP򼺤ä>                              <# drained HP.>
Check_DrainMaxHP_Destroyed      <# ˲줿>                              <# is destroyed.>
Check_DrainMaxHP_Died           <# ϻ>                                  <# died.>

% aibrain.pp AIRepair()
%	#1 : GearName(NPC)
%	#2 : GearName(Target)
NPCREPAIR_UseSkill              <#1  #2 ľȤ>                     <#1 tends to #2.>
%
% aibrain.pp NPC_Flirtation()
%	#1 : PilotName(NPC)
%	#2 : PilotName(Target)
NPCFLIRT_Good                   <#1  #2 ȳڤᤴƤ롣>               <#1 is having a good time with #2.>
NPCFLIRT_Okay                   <#1  #2 Ȳä>                           <#1 goes to see #2.>
NPCFLIRT_Bad                    <#2  #1 ɤʧä>                       <#2 asks #1 to go away.>
%
% aibrain.pp NPC_Chatting()
%	#1 : PilotName(NPC)
%	#2 : PilotName(Target)
NPCCHAT_OKAY                    <#1  #2 ȲäƤ롣>                     <#1 chats with #2.>

% arenacfe.pp StatusEffectCheck()
%	#1 : PilotName(ATTACK_TMaster)
%	#2 : BStr ATTACK_DamageDone)
StatusEffectCheck_Status_FXDesc1        <#1 Ǥä #2 Υ᡼>     <#1 is hurt by poison! #2 damage.>
StatusEffectCheck_Status_FXDesc2        <#1 ϱޤ줿 #2 Υ᡼>   <#1 is on fire! #2 damage.>
StatusEffectCheck_Status_FXDesc3        <#1  #2 Υ᡼>               <#1 has been restored #2 damage.>

% arenahq.pp PurchaseGear()
%	#1 : GearName()
%	#2 : Cost
PURCHASEGEAR_BUY                <#1  ($#2)>                           <Buy #1 ($#2)>
PURCHASEGEAR_SEARCH_AGAIN       <¾õ>                                      <Search Again>
%	# : GearName()
PURCHASEGEAR_PURCHASED          <# >                                <You have purchased #.>
%	# : GearName()
PURCHASEGEAR_DONOT_PURCHASED    <# ˤϤ⤬­ޤ>            <You don't have enough money to buy #.>
%
% arenahq.pp SellGear()
%	#1 : GearName()
%	#2 : Cost
SELLGEAR_SELL                   <#1 Ѥ ($#2)>                           <Sell #1 ($#2)>
%	#1 : GearName()
%	#2 : Cost
SELLGEAR_SOLD                   <#1  $#2 Ѥ>                        <You have sold #1 for $#2.>
%
% arenahq.pp FixEntireUnit()
%	# : Cost
FIXENTIREUNIT_RECOVERY          <Ʈˤ $# ޤ>          <Recovery from the combat cost $#.>
FIXENTIREUNIT_SOME_PROBLEMS     <꤬ä褦Ǥ>                    <There have been some problems...>
%
% arenahq.pp FixSingleGear()
%	#1 : GearName()
%	#2 : Cost
FIXSINGLEGEAR_RESTORING         <#1 νˤ $#2 ޤ>                <Restoring #1 cost $#2.>
FIXSINGLEGEAR_SOME_PROBLEMS     <꤬ä褦Ǥ>                    <There have been some problems...>
%
% arenahq.pp AddPilotToUnit()
ADDPILOTTOUNIT_HIRE_CHARACTER   <Υ饯ۤ>                          <Hire Character>
ADDPILOTTOUNIT_SEARCH_AGAIN     <¾õ>                                      <Search Again>
ADDPILOTTOUNIT_SELECT_CHARACTER <饯եǤ>        <Select character file.>
ADDPILOTTOUNIT_EXIT             <  λ>                                        <  Exit>
ADDPILOTTOUNIT_CORRUPT_FILE     <顼 - ֥ե뤬Ƥޤ>       <ERROR - Corrupt save file.>
%
% arenahq.pp SelectOneGear()
SELECTONEGEAR_CANCEL            <  󥻥>                                  <  Cancel>
%
% arenahq.pp BuyMechsForUnit()
BUYMECHSFORUNIT_EXIT            <  λ>                                        <  Exit>
BUYMECHSFORUNIT_SELECT_DESIGN   <ǥեǤ>            <Select design file.>
BUYMECHSFORUNIT_CORRUPT_FILE    <顼 - ǥե뤬Ƥޤ>     <ERROR - Corrupt design file.>
%
% arenahq.pp ExamineUnitMecha() GetPilotForMek()
%	# : GearName()
EXAMINEUNITMECHA_SELECT_CHARACTER       <饯>                      <SELECT CHARACTER>
EXAMINEUNITMECHA_SELECT_A_PILOT         <# ΥѥåȤǤ>      <Select a pilot for #.>
%
% arenahq.pp ExamineUnitMecha()
EXAMINEUNITMECHA_ASSIGN_PILOT   <ѥåȳ>                            <Assign Pilot>
EXAMINEUNITMECHA_SELL           <å>                                  <Sell this Mecha>
EXAMINEUNITMECHA_REPAIR         <å>                                  <Repair Mecha>
EXAMINEUNITMECHA_EXIT           <λ>                                          <Exit>
EXAMINEUNITMECHA_NO_MEKS        <ϸߥåƤޤ>        <Your unit does not currently have any meks.>
EXAMINEUNITMECHA_SELECT_MECHA_TO_EXAMINE       <å>                     <SELECT MECHA TO EXAMINE>
%
% arenahq.pp ExamineUnitPilots() GetMekForPilot()
%	# : GearName()
EXAMINEUNITPILOTS_SELECT_A_MECHA    <# Υåǲ>                <Select a mecha for #.>
EXAMINEUNITPILOTS_SELECT_MECHA      <å>                                <SELECT MECHA>
%
% arenahq.pp ExamineUnitPilots()
EXAMINEUNITPILOTS_BIOGRAPHY         <>                                      <BIOGRAPHY>
EXAMINEUNITPILOTS_VIEW_BIOGRAPHY    <򸫤>                                <View Biography>
EXAMINEUNITPILOTS_ASSIGN            <åƤ>                        <Assign Mecha for Pilot>
EXAMINEUNITPILOTS_TRAINING          <ȥ졼˥󥰤Ԥ>                        <Do Training>
EXAMINEUNITPILOTS_QUIT              <Υȴ>                        <Quit This Team>
EXAMINEUNITPILOTS_EXIT              <λ>                                      <Exit>
EXAMINEUNITPILOTS_NO_CHARACTERS     <ϸߥФޤ>            <Your unit does not currently have any characters.>
EXAMINEUNITPILOTS_SELECT_CHARACTER_TO_EXAMINE   <饯>              <SELECT CHARACTER TO EXAMINE>
%
% arenahq.pp EnterCombat()
ENTERCOMBAT_SELECT_DIFFICULCY_LEVEL     <>                            <SELECT DIFFICULCY LEVEL>
ENTERCOMBAT_EASY                <ñ>                                          <Easy>
ENTERCOMBAT_REGULAR             <>                                          <Regular>
ENTERCOMBAT_HARD                <񤷤>                                        <Hard>
ENTERCOMBAT_SUICIDAL            <̵>                                          <Suicidal>
ENTERCOMBAT_SELECT_MECHA        <å>                                    <SELECT MECHA>
%
% arenahq.pp ExamineUnitPilots()
%	# : Earn
EXAMINEUNITPILOTS_EARNED        <Υߥå󽷤 $# >            <You earned $# for this mission.>
%
% arenahq.pp HQMain()
HQMAIN_EXAMINE_CHARACTERS       <饯Ĵ٤>                            <Examine Characters>
HQMAIN_EXAMINE_MECHA            <åĴ٤>                                <Examine Mecha>
HQMAIN_PURCHASE_HARDWARE        <Τ>                                <Purchase Hardware>
HQMAIN_HIRE_CHARACTER           <饯ۤ>                              <Hire Character>
HQMAIN_CREATE_NEW_CHARACTER     <饯>                    <Create New Character>
HQMAIN_ENTER_COMBAT             <ƮϤ>                                  <Enter Combat>
HQMAIN_DISPLAY_LOG              <ɽ>                                    <Display Log>
HQMAIN_EXIT                     <ᥤ˥塼>                          <Exit to Main>
%
% arenahq.pp CreateNewUnit()
CREATENEWUNIT_ENTER_A_NAME      <̾>                      <enter a name for your new unit>
%
% arenahq.pp LoadUnit()
LOADUNIT_SELECT                 <ɤեǤ>    <Select unit file to load.>
%
% arenahq.pp StartRPGCampaign()
STARTRPGCAMPAIGN_SELECT         <饯եǤ>        <Select character file.>
StartRPGCampaign_Do_you_overwrite?      <˥ڡ󤬻ϤޤäƤޤ񤭤ޤ>    <A campaign file has already existed. Do you overwrite?>
StartRPGCampaign_Cancel                 <  [󥻥]>                                        <  [Cancel]>
StartRPGCampaign_Overwrite              <  >                                              <  Overwrite>

% arenaplay.pp DecideCombatOutcome()
PreparePCForDelink_Died                 <# ϻ>                                  <# died.>
DecideCombatOutcome_Player_won          <ʤξǤ>                            <Player has won this combat.>
DecideCombatOutcome_Computer_won        <ԥ塼ξǤ>                    <Computer has won this combat.>
DecideCombatOutcome_Draw                <ʬǤ>                                <The game has ended in a draw.>
%
% arenaplay.pp DoPillaging()
DoPillaging_PillagingIsProhibited       <ξϼåػߥޥåפ>                  <Pillaging is prohibited in this place.>
DoPillaging_YouGotMoney                 <$# å>                               <You Got $#.>
DoPillaging_YouGotItem                  <# å>                                <You Got a #.>
DoPillaging_NotTragetedForPillage       <ξϼåоݥޥåפǤϤʤ>            <This map is not targeted for pillage.>
%
% arenaplay.pp DelinkJJang()
DelinkJJang_DontPillaging               <ξϰǤϤʤΤǼåԤʤ>    <You can't pillage because this place is not safe.>

% arenascript.pp BrowseMemoType()
BrowseMemoType_MEMO_None        <ߥϤޤ>                        <There are no memo messages at this time.>
BrowseMemoType_MEMO_Next        <Υ>                                      <Next Memo>
BrowseMemoType_MEMO_Prev        <Υ>                                      <Previous Memo>
BrowseMemoType_NEWS_None        <ߥ˥塼Ϥޤ>                    <There are no news messages at this time.>
BrowseMemoType_NEWS_Next        <Υ˥塼>                                  <Next NEWS>
BrowseMemoType_NEWS_Prev        <Υ˥塼>                                  <Previous NEWS>
BrowseMemoType_EMAIL_None       <ߥ᡼Ϥޤ>                      <There are no email messages at this time.>
BrowseMemoType_EMAIL_Next       <Υ᡼>                                    <Next EMail>
BrowseMemoType_EMAIL_Prev       <Υ᡼>                                    <Previous EMail>
%
% arenascript.pp ProcessVictory()
%	#1 : GearName()
%	#2 : PCRankName()
ProcessVictory_History_Faction  <#1  #2 ؤȾʤ>                       <You were promoted to #2 in #1.>
%	#1 : PersonalityTraitDesc()
%	#2 : NATtValue(NAG_CharDescription)
ProcessVictory_HISTORY_Traits   <#1  (#2%)>                                 <You are #1. (#2%)>
%	#1 : SkillMan[].Name
%	#2 : NATtValue(NAG_Skill)
%	#3 : SkillValue()
ProcessVictory_HISTORY_Skills   <#1     +#2  (#3)>                              <#1     +#2  (#3)>
%
% arenascript.pp ProcessNewChat()
ProcessNewChat_Chat             <[]>                                        <[Chat]>
ProcessNewChat_Goodbye          <[Υ]>                                      <[Goodbye]>
ProcessNewChat_Join             <[֤Ͷ]>                                  <[Join]>
ProcessNewChat_Quit_Lance       <[֤򼭤]>                                <[Quit Lance]>

% backpack.pp AddRepairOptions()
%	# : SkillMan[].Name
BACKPACK_REPAIR                 <#פѤ>                               <Use #>
%
% backpack.pp EatItem()
%	#1 : GearName(TruePC)
%	#2 : GearName(Item)
BACKPACK_YouAreEating           <#1  #2 򿩤٤>                           <#1 consumes the #2.>
%
% backpack.pp UseSkillOnItem()
%	#1 : SkillMan[].Name
%	#2 : GearName(Item)
BACKPACK_ClueSkillPrompt        <#1  #2 ˻Ȥ>                               <Use #1 on #2>
%
% backpack.pp SelectVisibleItem()
SelectVisibleItem_PickUpAll             <[]>                            <[Pick Up All]>
%
% backpack.pp PCGetItem()
PCGetItem_you_need_hands        <꤬ȤʤȤΥޥɤȤȤϽޤ>    <You need hands in order to use this command.>
PCGetItem_No_item_found         <Υƥ⸫ĤޤǤ>                  <No item found.>
%
% backpack.pp CreateInvMenu()
CreateInvMenu_no_inventory_items        <[⤢ޤ]>                              <[no inventory items]>
%
% backpack.pp CreateEqpMenu()
CreateEqpMenu_no_equipped_items         <[Ƥޤ]>                        <[no equipped items]>
%	#1 : Inventory Mass
%	#2 : Equipment Mass
CreateEqpMenu_MassMeter                 <:#1 :#2>                       <BaseMass:#1 Eqp.Mass:#2>
%	# : Limit Mass
CreateEqpMenu_MassMeter_Limit           <ʴ:#>                            <(Ref.Eqp.Mass:#)>
CreateEqpMenu_MassMeter_LimitOver       <Ķ>                                      <Equipemnt Limit Over>
CreateEqpMenu_MassMeter_LimitOver2      <Ķ>                                  <** Equipemnt Limit Over **>
%
% backpack.pp UnequipFrontend()
%	# : Item
UnequipFrontend_You_unequip     <# 򳰤>                                          <You unequip #.>
%
% backpack.pp EquipItemFrontend()
%	# : Item
EquipItemFrontend_cannot_equip  <[ # Ǥޤ ]>                                <[cannot equip #]>
EquipItemFrontend_You_can_not_install_to_it     <˥󥹥ȡϤǤޤ>      <You can not install to it.>
EquipItemFrontend_You_equip     <# >                                        <You equip #.>
%
% backpack.pp InstallFrontend()
%	# : Item
InstallFrontend_cannot_install  <[ # ϥ󥹥ȡǤޤ ]>                        <[cannot install #]>
InstallFrontend_You_can_not_install_to_it       <˥󥹥ȡϤǤޤ>      <You can not install to it.>
%
% backpack.pp ReloadAmmo()
%	#1 : User
%	#2 : Weapon
%	#3 : Ammo
ReloadAmmo_Ammo_loaded                  <#1  #3  #2 Ŷ>                   <#1 load #3 into #2.>
%
% backpack.pp InstallAmmoFrontend()
%	# : Item
InstallAmmoFrontend_no_weapon   <[ # Ϥޤ ]>                              <[no weapon for #]>
InstallAmmoFrontend_You_can_not_install_to_it   <ŶϤǤޤ>              <You can not install to it.>
%	#1 : Gun
%	#2 : Item
InstallAmmoFrontend_You_load    <#1  #2 Ŷޤ>                             <You load #1 into #2.>
%
% backpack.pp DropFrontEnd()
%	# : Item
DropFrontEnd_You_drop           <# ΤƤ>                                          <You drop #.>
%
% backpack.pp DropAllFrontEnd() , DropEqpAllFrontEnd()
DropAllFrontEnd_Cancel          <[ä]>                                            <[Cancel]>
DropAllFrontEnd_OK              <[¹]>                                                <[OK]>
%
% backpack.pp TradeFrontend()
%	# : Item
TradeFrontend_cannot_trade      <[ # ϤǤޤ ]>                            <[cannot trade #]>
TradeFrontend_CannotTrade               <[ܾǤޤ]>                              <[Cannot Trade]>
TradeFrontend_GiveTo                    <ï # ܾ롩>                           <Who should get #?>
TradeFrontend_AllGiveTo                 <ï˰ܾ롩>                                <Who should get items?>
TradeAllFrontend_ItemTraded             <# ܾ>                                <# has been transfered.>
TradeAllFrontend_NotTraded              < # ܾ뤳ȤϤǤޤ>       <# can't be transfered to that destination.>
%
% backpack.pp ThisItemWasSelected()
%	# : GearName(Item)
ThisItemWasSelected_Equip       <# >                                  <Equip #>
BACKPACK_Install                <# դ>                                <Install #>
BACKPACK_Remove                 <# 곰>                                  <Remove #>
ThisItemWasSelected_Unequip     <# 򳰤>                                      <Unequip #>
BACKPACK_Transformation         <# ѷ>                                <Transformation #>
BACKPACK_PurgeParts             <# ѡĤѡ>                      <Purge Parts from #>
ThisItemWasSelected_DropAll             <[ΤƤ]>                                  <[Drop All]>
ThisItemWasSelected_TransferAll         <[ܾ]>                                <[Transfer All]>
ThisItemWasSelected_YouCannotDropIt     <ΥƥϼΤƤΤػߤꤷƤ롣>  <You cannot drop it.>
ThisItemWasSelected_YouCannotTransferIt <ΥƥϰܾΤػߤꤷƤ롣><You cannot transfer it.>
ThisItemWasSelected_AllowSelling        <ѤΤĤ롣>                        <Allow Selling>
ThisItemWasSelected_DisallowSelling     <ѤΤػߤ롣>                        <Disallow Selling>
ThisItemWasSelected_AllowDropping       <ΤƤΤĤ롣>                          <Allow Dropping>
ThisItemWasSelected_DisallowDropping    <ΤƤΤػߤ롣>                          <Disallow Dropping>
ThisItemWasSelected_AllowTransfering    <ܾΤĤ롣>                        <Allow Transfering>
ThisItemWasSelected_DisallowTransfering <ܾΤػߤ롣>                        <Disallow Transfering>
%
% backpack.pp MechaPartEditor()
MechaPartEditor_Exit_Editor     <ǥλ>                                <Exit Editor>
%
% backpack.pp MechaPartBrowser()
MechaPartBrowser_Working_on_it  <֥饦>                              <Working on it>
MechaPartBrowser_Exit_Browser   <֥饦λ>                                <Exit Browser>
%
% backpack.pp SwapMenu()
BACKPACK_SwapMenu_Exit          <    [λ]>                                    <    [Exit]>
BACKPACK_SwapMenu_Cancel        <    []>                                    <  [Cancel]>

% cosplay.pas DoCosplay
DOCOSPLAY_Browse_Portraits      <ݡȥ졼Ȥ򸫤>                            <Browse Portraits>
DOCOSPLAY_Browse_Mecha          <å򸫤>                                  <Browse Mecha>
DOCOSPLAY_Browse_Monsters       <󥹥򸫤>                              <Browse Monsters>
DOCOSPLAY_Browse_All            <>                                      <Browse All>

% effects.pp AttemptDefenses()
AttemptDefenses_Ready                   <>                                          <Ready>
AttemptDefenses_Misfire                 <ȯ>                                          <Misfire>
AttemptDefenses_Success                 <>                                          <Successed>
AttemptDefenses_Fail                    <>                                          <Failed>
%	# : Status
AttemptDefenses_DR_Dodge                <ġ #>                                  <Dodge... # .>
AttemptDefenses_DR_Resist               <Ѥοġ #>                              <Resist... # .>
AttemptDefenses_DR_HapKiDo              <絤ƻǼġ #>                          <HapKiDo... # .>
AttemptDefenses_DR_StuntDriving         <ȱžǲġ #>                    <Stunt Driving... # .>
AttemptDefenses_DR_ECM                  <ECMȯưġ #>                               <Use a ECM... # .>
AttemptDefenses_DR_Shield               <ɻѡġ #>                          <Use a shield... # .>
AttemptDefenses_DR_Intercept            <޷ȯưġ #>                          <Use an intercepter... # .>
AttemptDefenses_DR_Parry                <ήġ #>                              <Parrying... # .>
%	# : Status
AttemptDefenses_Dodge                   < #>                                      <Dodge, # .>
AttemptDefenses_Resist                  <Ѥο #>                                  <Resist, # .>
AttemptDefenses_HapKiDo                 <絤ƻǼ #>                              <HapKiDo, # .>
AttemptDefenses_StuntDriving            <ȱžǲ #>                        <Stunt Driving, # .>
%	#1 : Status
%	#2 : DefGear
AttemptDefenses_with_DefGear_ECM        <ECM #2 #1>                                   <A ECM #2, #1 .>
AttemptDefenses_with_DefGear_Shield     < #2 #1>                              <A shield #2, #1 .>
AttemptDefenses_with_DefGear_Intercept  <޷ #2 #1>                              <An intercepter #2, #1 .>
AttemptDefenses_with_DefGear_Parry      <#2 Ǽή #1>                            <Parrying with a #2, #1 .>
%
% effects.pp ProcessHealingEffect()
%	#1 : GearName()
%	#2 : D
ProcessHealingEffect_HEALING_Announce   <#1 HP #2 >                       <#1 has been restored #2 damage.>
%
% effects.pp INDICATE_Latest_Attack()
%	# : ATTACK_DamageDone
INDICATE_Latest_Attack_damaged          <# Υ᡼>                        <for # damage.>
%
% effects.pp INDICATE_Latest_Attack()
INDICATE_Latest_Attack_AmmoExplosion    <# Ͷ>                                <# is Exploding!>
%	# : GearName(ATTACK_TMaster)
INDICATE_Latest_Attack_destroyed        <# ˲줿>                              <# is destroyed!>
INDICATE_Latest_Attack_didnot_eject     <# æФǤʤä>                        <# didn't eject in time!>
INDICATE_Latest_Attack_ejected          <# æФ>                                <# ejected!>
INDICATE_Latest_Attack_died             <# ϻ>                                  <# died!>
%
% effects.pp ProcessAttackEffect()
%	#1 : GearName(ATTACK_TMaster)
ProcessAttackEffect_crashed             <# ϥå夷>                          <# has crashed!>
%
% effects.pp DoDirectFireAttack()
%	#1 : PilotName( Attacker )
%	#2 : PilotName( Target )
%	#3 : FXName
DoDirectFireAttack_attacks              <#1  #2  #3 ǹ⤷>                   <#1 attacks #2 with #3.>
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoDirectFireAttack_fires                <#1  #2 ȯͤ>                         <#1 fires #2.>
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoDirectFireAttack_attack               <#1  #2 ǹ⤷>                         <#1 attacks with #2.>
%
% effects.pp DoSwarmAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoSwarmAttack_fires                     <#1  #2 ȯͤ>                         <#1 fires #2.>
%
% effects.pp DoBlastAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoBlastAttack_fires                     <#1  #2 ȯͤ>                         <#1 fires #2.>
%
% effects.pp DoLineAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoLineAttack_fires                      <#1  #2 ȯͤ>                         <#1 fires #2.>
%
% effects.pp DoSTCAttack()
%	#1 : PilotName( Attacker )
%	#2 : GearName( Attacker )
DoSTCAttack_fires                       <#1  #2 ȯͤ>                         <#1 fires #2.>

% gflooker.pp WeaponDisplay()
%	# : KeyMap[].KCode
WeaponDisplay_KeyMap_SwitchWeapon       <[#] ѹ>                                  <[#] Change Weapon>
WeaponDisplay_KeyMap_CalledShot         <[#] : >                                    <[#] Called Shot: >
WeaponDisplay_KeyMap_CalledShot_On      <>                                          <On>
WeaponDisplay_KeyMap_CalledShot_Off     <ʤ>                                        <Off>
WeaponDisplay_KeyMap_SwitchBV           <[#] Ϣ: >                                    <[#] Burst Value: >
WeaponDisplay_KeyMap_SwitchTarget       <[#] ɸѹ>                                  <[#] Switch Target>
%
% gflooker.pp DisplayTileInfo()
DisplayTileInfo_Off_The_Map     <ޥå׳Ǥ>                                  <Off The Map>
DisplayTileInfo_UNKNOWN         <̤ǧ>                                        <UNKNOWN>
%
% gflooker.pp CreateTileMechaMenu()
CreateTileMechaMenu_stripped            < (Ѥ>                                < (stripped>
CreateTileMechaMenu_gutted              < (κѤ>                                    < (gutted>
CreateTileMechaMenu_flayed              < (줿>                                    < (flayed>
CreateTileMechaMenu_X                   < (ĳ>                                        < (X>
CreateTileMechaMenu_looted              <, άåѤ)>                                   <, looted)>
CreateTileMechaMenu_                    <)>                                             <)>

% ghchars.pp PersonalityTraitDesc()
%	# : PTraitName[]
PERSONALITYTRAITDESC_           <#>                                             <#>
PERSONALITYTRAITDESC_SLIGHTLY   <#>                                         <Slightly #>
PERSONALITYTRAITDESC_EXTREMELY  <ȤƤ#>                                       <Extremely #>
PERSONALITYTRAITDESC_VERY       <ʤ#>                                       <Very #>

% interact.pp BlowOff()
INTERACT_BLOWOFF                <Ϥդä֤ʤ%JG>       <I really don't have much time to chat today, I have a lot of things to do.>
%
% interact.pp DoTraitChatter()
%	#1 : TRAITCHAT_Lead? in GameData/chat_msg.txt
%	#2 : TRAITCHAT_Like/Hate/Ehhh? in GameData/chat_msg.txt
%	#3 : Trait_Chatter in GameData/TC_?_?.txt
DoTraitChatter_Sentence_Pattern <#3#2#1>      <#1 #2 #3.>
%
% interact.pp PersonalizeGenderTraits()
%	Mob NPC are use its.
PersonalizeGenderTraits_Default_I       <錄>                                <I>
PersonalizeGenderTraits_Default_You     <ʤ>                                <You>
%
% interact.pp CreateRumorList() ExtractData()
%	#1 : MadLibString( RLI_List )
%	#2 : RUMOR <>
CreateRumorList_ExtractData_Series      <#2#1>                                  <#1 #2>
%	#1 : PersonalityTraitDesc()
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE1         <%JS#1#2>                                     <#2 you are #1.>
%	#1 : GearName(P)
%	#2 : PersonalityTraitDesc()
%	#3 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE2         <#1#2#3>                                      <#3 #1 is #2.>
%	#1 : GearName(Persona)
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_RUMOR_TownFac   <Į #1 Ƥ#2>                    <#2 this town is controlled by #1.>
%	#1 : GearName(P)
%	#2 : MadLibString(RLI_List) GameData/rumors.txt
FACTION_IS_INACTIVE             <#1 ϲ򻶤#2>                               <#2 #1 has been disbanded.>
%	#1 : GearName(P)
%	#2 : PersonalityTraitDesc()
%	#3 : MadLibString(RLI_List) GameData/rumors.txt
CREATERUMORLIST_YOUARE3         <#1#2#3>                                      <#3 #1 is #2.>
%	#1 : GearName(Persona)
%	#2 : TRAITCHAT_Lead? in GameData/chat_msg.txt
CREATERUMORLIST_RUMOR_Membership        <䤬 #1 ΰ#2>                    <#2 I am a member of #1.>

% menugear.pp BuildInventoryMenu()
BuildInventoryMenu_CannotBeSold         < []>                               < [Unsellable]>
BuildInventoryMenu_CannotBeDropped      < [ζ]>                               < [NoDrop]>
BuildInventoryMenu_CannotBeTransfered   < [ܶ]>                               < [NoTransfer]>

% movement.pp MoveDesc()
MoveDesc_Jump                   <: # >                                <Jump: # s>

% navigate.pp RestoreCampaign()
RestoreCampaign_Select_campaign <ڡեǤ>          <Select campaign file to load.>

% pcaction.pp
PCACTION_CANCELLED              <Ȥꤱ>                                  <Cancelled.>
%
% pcaction.pp ImproveStatus()
%	# : GearName()
IMPROVESTATS_NOTIMPROVED        <# ˤϷи­ʤ>                        <# doesn't have enough experience points.>
%	#1 : GearName()
%	#2 : StatName[]
IMPROVESTATS_IMPROVED           <#1  #2 夬ä>                         <#1 has improved #2.>
%
% pcaction.pp AutoTraining()
%	#1 : GearName()
%	#2 : SkillMan[]
AUTOTRAIN_LEARN                 <#1  #2 Ĺ>                       <#1 has improved #2.>
%
% pcaction.pp BuildRobot()
%	#1 : GearName()
%	#2 : SkillMan[]
BUILD_ROBOT_SKILL               <#1  #2 ΤäƤ롣>                       <#1 knows #2.>
%
% pcaction.pp DoTraining() ImproveSkills()
%	#1 : GearName()
%	#2 : SkillMan[]
DOTRAINING_IMPROVESKILLS_DOESNOTDO      <#1  #2 򿭤ФηиѤǤʤ>    <#1 doesn't have enough experience points to improve #2.>
DOTRAINING_IMPROVESKILLS_DONE           <#1  #2 뤬夬ä>                           <#1 has improved #2.>
%
% pcaction.pp DoTraining() GetNewSkill()
DOTRAINING_GETNEWSKILL_CANCEL           <  󥻥>                                          <  Cancel>
%	#1 : GearName()
%	#2 : SkillMan[]
DOTRAINING_GETNEWSKILL_DOESNOTDO        <#1  #2 ؤ֤ˤϷи­ʤ>             <#1 doesn't have enough experience points to learn #2.>
DOTRAINING_GETNEWSKILL_DONE             <#1  #2 ؤ>                             <#1 has learned the #2 skill.>
%
% pcaction.pp DoTraining() GetNewTalent()
DoTraining_GetNewTalent_CANCEL          <  󥻥>                                          <  Cancel>
%	#1 : GearName(PC)
%	#2 : TALENT
DoTraining_GetNewTalent_learned         <#1  #2 >                                 <#1 has learned #2.>
%
% pcaction.pp DoTraining() ReviewTalents()
DoTraining_ReviewTalents_Exit           <  λ>                                                <  Exit>
%
% pcaction.pp DoTraining() ReviewCyberware()
DoTraining_ReviewCyberware_Exit         <  λ>                                                <  Exit>
%
% pcaction.pp PCAddressBookAdd()
PCAddressBookAdd_PHONE_AddName          <Ͽ̾ϤƤ>                      <Please input a name to register.>
PCAddressBookAdd_PHONE_AddDesc          <ϤƤ>                              <Please input a description.>
%
% pcaction.pp AutoTraining()
%	#1 : GearName(NPC)
%	#2 : GearName(M)
AUTOTRAIN_EVOLVE                <#1  #2 Ѱۤ>                         <#1 has mutated into #2!>
%
% pcaction.pp PickPockets()
%	#1 : Cash
%	#2 : GearName(M)
PICKPOCKET_CASH+ITEM            <$#1  #2 >                          <You steal $#1 and a #2.>
%
% pcaction.pp DoTalkingWithNPC()
%	# : NPC
DoTalkingWithNPC_doesnt_talk            <# ϵäʤ褦>                <# doesn't want to talk to you.>
DoTalkingWithNPC_conversation           <# äݤ>                              <You strike up a conversation with #.>
DoTalkingWithNPC_doesnt_talk_now        <# Ϻϵäʤ褦>            <# doesn't want to talk right now.>
DoTalkingWithNPC_No_response            <̵ֻ>                                  <No response!>
DoTalkingWithNPC_too_far_away           <# ä򤹤ˤϱ󤹤롣>                    <You're too far away to talk with #.>
DoTalkingWithNPC_Not_found              <Ĥޤ>                              <Not found!>
%
% pcaction.pp PCTalk()
PCTalk_Select                           <äݤǤ>              <Select a character to talk with.>
PCTalk_cancelled                        <äϥ󥻥뤵ޤ>                  <Talking cancelled.>
%
% pcaction.pp PCAddressBook()
PCAddressBook_call                      <ä򤫤>                                  <call>
PCAddressBook_add                       <Ģɲ>                                  <add>
PCAddressBook_edit                      <Խ>                                          <edit>
PCAddressBook_delete                    <Ģ>                                <delete>
PCAddressBook_redial                    <>                                    <redial>
PCAddressBook_cancel                    < [󥻥]>                                 < [cancel]>
%
% pcaction.pp ForcePlot()
ForcePlot_Select                        <ץåȥեǤ>            <Select plot file to load.>
ForcePlot_successfully                  <ץåȤɤޤ>                    <Plot successfully loaded.>
ForcePlot_rejected                      <ץåȤȤ߹ޤޤǤ>            <Plot rejected.>
%
% pcaction.pp SetPlayOptions()
SetPlayOptions_prefrences               <४ץ>                              <Set game prefrences>
SetPlayOptions_Mecha_Control            <å: >                                  <Mecha Control: >
SetPlayOptions_Chara_Control            <: >                                  <Chara Control: >
SetPlayOptions_Explore_Control          <: >                                <Explore Control: >
SetPlayOptions_Ballistic_Wpn_BV         <ʼ BV: >                                 <Ballistic Wpn BV: >
SetPlayOptions_Energy_Wpn_BV            <ͥ륮ʼ BV: >                           <Energy Wpn BV: >
SetPlayOptions_Missile_BV               <ߥ BV: >                                 <Missile BV: >
SetPlayOptions_Enable_Transparency      <Ʃ: ͭ>                                <Enable Transparency>
SetPlayOptions_Disable_Transparency     <Ʃ: ̵>                                <Disable Transparency>
SetPlayOptions_Enable_Mini-Map          <ߥ˥ޥå: ͭ>                              <Enable Mini-Map>
SetPlayOptions_Disable_Mini-Map         <ߥ˥ޥå: ̵>                              <Disable Mini-Map>
SetPlayOptions_Enable_Name_Display      <̾ɽ: ͭ>                                <Enable Name Display>
SetPlayOptions_Disable_Name_Display     <̾ɽ: ̵>                                <Disable Name Display>
SetPlayOptions_Disable_Accessibility+   <ӥƥ: ͭ>                      <Disable Accessibility+>
SetPlayOptions_Enable_Accessibility+    <ӥƥ: ̵>                      <Enable Accessibility+>
SetPlayOptions_Exit                     <  꽪λ>                                    <  Exit Prefrences>
%
% pcaction.pp AimThatAttack()
AimThatAttack_cancelled                 <ߤޤ>                        <Attack cancelled.>
%
% pcaction.pp DoPlayerAttack()
DoPlayerAttack_Called_Off               <  : ʤ [/]>                            <  Called Shot: Off [/]>
DoPlayerAttack_Called_On                <  :  [/]>                              <  Called Shot: On [/]>
DoPlayerAttack_Wait_for_recharge        <  ŶԤ [.]>                            <  Wait for recharge [.]>
DoPlayerAttack_Options                  <  ץ [?]>                              <  Options [?]>
DoPlayerAttack_Cancel                   <  󥻥 [ESC]>                            <  Cancel [ESC]>
%
% pcaction.pp DoEjection()
%	#1 : GearName(Pilot)
%	#2 : GearName(Mek)
EJECT_Message                           <#1  #2 æФ>                       <#1 ejects from #2.>
%
% pcaction.pp RLQuickAttack()
RLQuickAttack_dont_have_a_weapon        <Ѳǽ郎ޤ>                  <You don't have a weapon ready!>
%
% pcaction.pp RLBumpAttack()
RLBumpAttack_dont_have_a_weapon         <Ѳǽ郎ޤ>                  <You don't have a weapon ready!>
%
% pcaction.pp RLSmartAction()
RLSmartAction_Blocked                   <ˤϹԤʤ>                          <Blocked!>
%
% pcaction.pp GameOptionMenu()
GameOptionMenu_Inventory                <>                                        <Inventory>
GameOptionMenu_Get_Item                 <ƥ򽦤>                                <Get Item>
GameOptionMenu_Enter_Location           <ξ>                                  <Enter Location>
GameOptionMenu_Do_Repairs               <Ԥ>                                    <Do Repairs>
GameOptionMenu_Apply_Skill              <Ȥ>                                  <Apply Skill>
GameOptionMenu_Combat_Settings          <Ʈ>                                      <Combat Settings>
GameOptionMenu_Eject_from_Mecha         <åæФ>                            <Eject from Mecha>
GameOptionMenu_Character_Info           <饯>                              <Character Info>
GameOptionMenu_Quit_Game                <ཪλ>                                    <Quit Game>
GameOptionMenu_Return_to_Main           <>                                          <Return to Main>
GameOptionMenu_Advanced_options_menu    <ץ˥塼>                            <Advanced options menu.>
%
% pcaction.pp InfoMenu()
InfoMenu_Examine_Map                    <ޥåפĴ٤>                                <Examine Map>
InfoMenu_Mecha_Browser                  <å֥饦>                                <Mecha Browser>
InfoMenu_Return_to_Main                 <>                                          <Return to Main>
InfoMenu_Information_Menu               <˥塼>                                  <Information Menu.>
%
% pcaction.pp MenuPlayerInput()
MenuPlayerInput_Walk                    <⤯>                                          <Walk>
MenuPlayerInput_Run                     <>                                          <Run>
MenuPlayerInput_Cruise_Speed            <®>                                      <Cruise Speed>
MenuPlayerInput_Full_Speed              <®>                                      <Full Speed>
MenuPlayerInput_Turn_Left               < >                                     <((( Turn Left>
MenuPlayerInput_Turn_Right              <    >                                  <    Turn Right )))>
MenuPlayerInput_Reverse                 <    տ>                                      <     Reverse>
MenuPlayerInput_Jump                    <>                                      <Jump>
MenuPlayerInput_Wait                    <Ե>                                          <Wait>
MenuPlayerInput_Stop                    <>                                          <Stop>
MenuPlayerInput_Weapons_Menu            <˥塼>                                  <Weapons Menu>
MenuPlayerInput_Info_Menu               <˥塼>                                  <Info Menu>
MenuPlayerInput_Options_Menu            <ץ>                                    <Options Menu>
MenuPlayerInput_Search                  <դĴ٤>                                  <Search>
%
% pcaction.pp GetPlayerInput()
%	# : time
GetPlayerInput_time_left                <׽λޤ # >                         <# seconds jump time left.>
%
% pcaction.pp Transformation()
Transformation_Select_Form              <ѷ>                                          <Transformation>
Transformation_Can_not_transform        <ѷǤʤ>                                <Can not transform.>
Transformation_Cancel                   < [ä]>                                   < [Cancel]>
Transformation_Cancelled                <ä>                                  <Cancelled.>
%
% pcaction.pp PurgeParts()
PurgeParts_Select_Mode                  <ѡĥѡ>                                  <Purge Parts>
PurgeParts_Cancel                       < [ä]>                                   < [Cancel]>
PurgeParts_Cancelled                    <ä>                                  <Cancelled.>

% randchar.pp SelectAge()
%	# : years
SelectAge_years_old             <# >                                          <# years old>

% randmaps.pp AddDoor()
%	# : Door name
RANDMAPS_DoorSign               <Door of #>
RANDMAPS_DoorSign_I18N          <# Υɥ>                                      <Door of #>

% services.pp PurchaseGear()
%	#1 : GearName()
%	#2 : Cost
PurchaseGear_Buy_it             <#1 ($#2) >                                                               <Buy #1 ($#2)>
PurchaseGear_View_Tech_Stats    <ơߤ>                                                              <View Tech Stats>
PurchaseGear_Search_Again       <¾õ>                                                                      <Search Again>
PurchaseGear_BUYPROMPT1         < #1 ʤ $#2 ͡ɤǤ>                                     <I can give you this #1 for $#2. What do you say, do we have a deal?>
PurchaseGear_BUYPROMPT2         < #1 򤿤ä $#2 Ǥʤ˾>                                       <This #1 can be yours for the low price of $#2.>
PurchaseGear_BUYPROMPT3         < #1 ʤ $#2 衣¾ΤɤعԤäƤ⤳¤Ϥʤʤ͡> <The price for this #1 is $#2. You won't find it cheaper anywhere else.>
PurchaseGear_BUYPROMPT4         <#1 򸫤ƤΤʤ餿ä $#2 äƤ褦>                    <I see you're looking at the #1. It's a very good deal at only $#2.>
PurchaseGear_Purchased          <# >                                                                <You have purchased #.>
PurchaseGear_Not_enough_money   <# 㤦ˤϤ⤬­ʤ>                                                  <You don't have enough money to buy #.>
%
% services.pp BrowseWares()
BrowseWares_You_can_not_buy_only_it     <ñΤ㤦ϤǤޤ>                                        <You can not buy only it.>
%
% services.pp SellStuff()
SellStuff_You_can_not_sell_only_it      <ñΤϤǤޤ>                                        <You can not sell only it.>
SellStuff_SellAll                       <[Ѥ]>                                        <[Sell All]>
%
% services.pp SellGear()
%	#1 : GearName()
%	#2 : Cost
SellGear_YouCannotSellIt                <ΥƥѤΤػߤꤷƤ롣>        <You cannot sell it.>
SellGear_ItHasAPilotAssigned            <ѥåȤƤƤΤѤǤʤ>      <You cannot sell it while it has a pilot assigned.>
SellGear_Sell_it                <#1  ($#2) >                                                            <Sell #1 ($#2)>
SellGear_Maybe_later            <ޤ>                                                                      <Maybe later>
SellGear_SELLPROMPT1            <$#2  #1 㤤Ǥ>                                      <I'll give you $#2 for the #1. Do we have a deal?>
SellGear_SELLPROMPT2            <$#2 ʾ #1 ˤϽФʤ>                                                  <I can't give you any more than $#2 for your #1.>
SellGear_SELLPROMPT3            <$#2  #1 㤤>                                                      <I can give you $#2 for the #1.>
SellGear_SELLPROMPT4            <⤷Ƥ褱С $#2 Ǥʤ #1 äƤ館뤫ʡ>             <If you're interested in parting with it, I can give you $#2 for that #1 you have.>
SellGear_Sold                   <#1  $#2 Ѥ>                                                        <You have sold #1 for $#2.>
%
% services.pp ThisMechaWasSelected()
%	# : GearName(Mek)
SERVICES_Sell                   <# >                                      <Sell #>
%
% services.pp InstallCyberware()
InstallCyberware_You_can_not_install_to_it      <˥󥹥ȡϤǤޤ>      <You can not install to it.>
%
% services.pp OpenShop()
OpenShop_Browse_Wares           <ʤ򸫤>                                    <Browse Wares>
OpenShop_Exit_Shop              <ŹФ>                                      <Exit Shop>


% coninfo.pp, sdlinfo.pp LocationInfo()
LocationInfo_Dir:               <:>                                         <Dir:>
LocationInfo_Alt:               <:>                                         <Alt:>
% coninfo.pp, sdlinfo.pp JobAgeGenderDesc()
%	#1 : age
%	#2 : gender
%	#3 : jobs
JOBAGEGENDERDESC                <#1 #2 #3>                                    <#1 year old #2 #3.>
% coninfo.pp, sdlinfo.pp MekStatDisplay()
%	# : PercentDamaged()
MekStatDisplay_Broken           < (ξ#%)>                                     < (#%)>
% coninfo.pp, sdlinfo.pp MekStatDisplay()
MekStatDisplay_MV:              <MV: #>                                         <MV: #>
MekStatDisplay_TR:              <TR: #>                                         <TR: #>
MekStatDisplay_SE:              <SE: #>                                         <SE: #>
MekStatDisplay_OL:              <OL: #>                                         <OL: #>
MekStatDisplay_OC:              <OC: #>                                         <OC: #>
MekStatDisplay_HP               <# HP>                                          <# HP>
MekStatDisplay_Immobile         <ưǽ>                                      <Immobile>
MekStatDisplay_Turn             <>                                          <Rotate>
MekStatDisplay_PV:              <PV: #>                                         <PV: #>
MekStatDisplay_Enc:             <>                                          <Enc:>
% coninfo.pp, sdlinfo.pp CharacterInfo()
CharacterInfo_HP:               <HP:>                                           <HP:>
CharacterInfo_SP:               <SP:>                                           <SP:>
CharacterInfo_MP:               <MP:>                                           <MP:>
CharacterInfo_PV:               <PV:>                                           <PV:>
CharacterInfo_Enc:              <>                                          <Enc:>
% sdlinfo.pp LFGI_ForItems()
LFGI_ForItems_Damage:           <᡼: #>                                   <Damage: #>
LFGI_ForItems_Armor:            <: #>                                       <Armor: #>
LFGI_ForItems_Mass:             <: #>                                       <Mass: #>
% sdlinfo.pp LFGI_ForMecha()
%	#1 : CurM
%	#2 : MaxM
LFGI_ForMecha_Enc:              <: #1/#2>                                   <Enc: #1/#2>
LFGI_ForMecha_MV:               <MV: #>                                         <MV: #>
LFGI_ForMecha_TR:               <TR: #>                                         <TR: #>
LFGI_ForMecha_SE:               <SE: #>                                         <SE: #>
% sdlinfo.pp LFGI_ForCharacters()
LFGI_ForCharacters_HP:          <HP:>                                           <HP:>
LFGI_ForCharacters_SP:          <SP:>                                           <SP:>
LFGI_ForCharacters_MP:          <MP:>                                           <MP:>
LFGI_ForCharacters_Enc:         <:>                                         <Enc:>

% conmap.pp, sdlmap.pp TimeString()
%	#1 : day
%	#2 : hour
%	#3 : minute
%	#4 : second
TIMESTRING                      <#1#2#3ʬ#4>                            <#2:#3:#4, day #1>
%
% conmap.pp, sdlmap.pp ProcessMovement()
ProcessMovement_Left  <# ϤΥꥢä>                            <# has left this area.>
%
% conmap.pp, sdlmap.pp ProcessMovement()
%	#1 : GearName()
%	#2 : DAMAGE_DamageDone
ProcessMovement_Crash <#1 Ͼͤ #2 Υ᡼>             <#1 has crashed! #2 damage.>
ProcessMovement_Fall  <#1 žݤ #2 Υ᡼>             <#1 has fallen! #2 damage.>

% sdlmenus.pp, vidmenus.pp RPMSearchForwardKey()
RPMSearchForwardKey_SearchForward       <>                              <Enter an Item Name to Search Forward>
% sdlmenus.pp, vidmenus.pp RPMSearchBackwardKey()
RPMSearchBackwardKey_SearchBackward     <>                              <Enter an Item Name to Search Backward>

% context.pp, sdlgfx.pp EndOfGameMoreKey()
EndOfGameMoreKey_Hit_space_bar  <[ڡС򲡤Ƥ]>            <[Hit space bar.]>
%
% sdlgfx.pp, MoreText()
MoreText_Prompt <  [] Ǿ, [] ǲ, [ESC] ǽλ>                  <  [UP] to go up, [DOWN] to go down, [ESC] to exit>

%%% [ End of File ] %%%
