Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- coalesced.eng
- 4⁄ˇˇˇ$EngineDir$/Localization/ENG/Core.eng ≤ˇˇˇ[SystemDialogs]
- Yes=Yes
- No=No
- OK=OK
- Load=Load
- Save=Save
- Delete=Delete
- “ˇˇˇ$EngineDir$/Localization/ENG/Descriptions.eng t⁄ˇˇ; -
- ; Descriptions
- ; -
- ; Strings that are used in place of the class name.
- ; Returned by calling UClass::GetDescription
- ; -
- [Objects]
- ; -
- ; Sound
- ; -
- SoundNodeAttenuation="Attenuation"
- SoundNodeDelay="Delay"
- SoundNodeConcatenator="Concatenator"
- SoundNodeDistanceCrossFade="Distance CrossFade"
- SoundNodeLooping="Looping"
- SoundNodeMature="Sound Node Mature"
- SoundNodeMixer="Mixer"
- SoundNodeModulator="Modulator"
- SoundNodeModulatorContinuous="Continuous Modulator"
- SoundNodeOscillator="Oscillator"
- SoundNodeRandom="Random"
- ; -
- ; -
- ; Particles
- ; -
- ; -
- ; Base modules
- ; -
- ParticleModuleAccelerationBase="Acceleration"
- ParticleModuleAttractorBase="Attraction"
- ParticleModuleBeamBase="Beam"
- ParticleModuleCollisionBase="Collision"
- ParticleModuleColorBase="Color"
- ParticleModuleEventBase="Event"
- ParticleModuleForceFieldBase="Force Field"
- ParticleModuleFXLightBase="FX Light"
- ParticleModuleKillBase="Kill"
- ParticleModuleLifetimeBase="Lifetime"
- ParticleModuleLocationBase="Location"
- ParticleModuleMaterialBase="Material"
- ParticleModuleOrbitBase="Orbit"
- ParticleModuleRotationBase="Rotation"
- ParticleModuleRotationRateBase="RotationRate"
- ParticleModuleSizeBase="Size"
- ParticleModuleSubUVBase="SubUV"
- ParticleModuleSpawnBase="Spawn"
- ParticleModuleVelocityBase="Velocity"
- ; -
- ; Implemented modules
- ; -
- ParticleModuleAcceleration="Acceleration"
- ParticleModuleAccelerationOverLifetime="Acceleration/Life"
- ParticleModuleAccelerationBrownian="Acceleration Brownian"
- ParticleModuleAttractorParticle="Particle Attractor"
- ParticleModuleAttractorPoint="Point Attractor"
- ParticleModuleAttractorLine="Line Attractor"
- ParticleModuleBeamMultiTarget="MultiTarget"
- ParticleModuleBeamNoise="Noise"
- ParticleModuleBeamSource="Source"
- ParticleModuleBeamTarget="Target"
- ParticleModuleCollision="Collision"
- ParticleModuleCollisionDecalSpawner="Decal Spawner"
- ParticleModuleColor="Initial Color"
- ParticleModuleColorOverLife="Color Over Life"
- ParticleModuleColorScaleOverLife="Scale Color/Life
- ParticleModuleEventGenerator="Event Generator"
- ParticleModuleEventReceiverSpawn="EventRcvr Spawn"
- ParticleModuleForceField="Force Field"
- ParticleModuleKillBox="Kill Box"
- ParticleModuleKillHeight="Kill Height"
- ParticleModuleKillSphere="Kill Sphere"
- ParticleModuleLifetime="Lifetime"
- ParticleModuleLocalForceField="Local Force Field"
- ParticleModuleLocation="Initial Location"
- ParticleModuleLocationWrap="Wrap Location"
- ParticleModuleLocationDirect="Direct Location"
- ParticleModuleLocationEmitter="Emitter InitLoc"
- ParticleModuleLocationEmitterDirect="Emitter DirectLoc"
- ParticleModuleLocationPrimitiveCylinder="Cylinder"
- ParticleModuleLocationPrimitiveSphere="Sphere"
- ParticleModuleLocationSpline="Spline Location"
- ParticleModuleMaterialVector="Material Vector"
- ParticleModuleMeshRotation="Init Mesh Rotation"
- ParticleModuleMeshRotationOverLifetime="Mesh Rotation/Life"
- ParticleModuleMeshRotationRate="Init Mesh Rot Rate"
- ParticleModuleMeshRotationRateMultiplyLife="Mesh Rot Rate/Life"
- ParticleModuleOrbit="Orbit"
- ParticleModuleOrientationBase="Orientation"
- ParticleModuleOrientationAxisLock="Lock Axis"
- ParticleModuleParameterBase="Parameter"
- ParticleModuleParameterInitialColor="Init Color (param)"
- ParticleModulePerParticleTriggerEvent="Per Particle Trigger"
- ParticleModulePushExternalCollision="Push External Collision"
- ParticleModuleRequired="Required"
- ParticleModuleRotation="Init Rotation"
- ParticleModuleRotationOverLifetime="Rotation/Life"
- ParticleModuleRotationRate="Init Rot Rate"
- ParticleModuleRotationRateMultiplyLife="Rot Rate/Life"
- ParticleModuleSize="Initial Size"
- ParticleModuleSizeMultiplyLife="Size By Life"
- ParticleModuleSizeMultiplyVelocity="Size By Velocity"
- ParticleModuleSizeScale="Size Scale"
- ParticleModuleSpawn="Spawn"
- ParticleModuleSpawnPerFrame="Spawn Per Frame"
- ParticleModuleSpawnPerUnit="Spawn Per Unit"
- ParticleModuleSpawnFromPointCache="Spawn From Cache"
- ParticleModuleSubUV="SubImage Index"
- ParticleModuleSubUVSelect="SubUV Select"
- ParticleModuleTypeDataBeam2="Beam Data"
- ParticleModuleTypeDataMesh="Mesh Data"
- ParticleModuleTypeDataRibbon="Ribbon Data"
- ParticleModuleTypeDataGPU="GPU Sprite"
- ParticleModuleVelocity="Initial Velocity"
- ParticleModuleVelocityInheritParent="Inherit Parent Vel."
- ParticleModuleVelocityOverLifetime="Velocity/Life"
- ParticleModuleVelocityDrag="Velocity Drag"
- ParticleModuleMKFloorCollision="MK Floor Collision"
- ParticleModuleMKSoundReqOnEmit="Play Sound On Event"
- ParticleModuleFXLight="FX Light"
- ParticleModuleRigidBodyPhysics="Rigid Body Physics"
- ParticleModuleCurlNoise="Curl Noise"
- ParticleModuleLocationFromMesh="Location From Mesh"
- ; -
- ; -
- ;InterpTracks
- ; -
- InterpTrackDirector="Director Track"
- InterpTrackEvent="Event Track"
- InterpTrackFloatProp="Float Property Track"
- InterpTrackVectorProp="Vector Property Track"
- InterpTrackLinearColorProp="Linear Color Property Track"
- InterpTrackMove="Movement Track"
- InterpTrackSlomo="Slomo Track"
- InterpTrackFXSlomo="FX Slomo Track"
- InterpTrackAnimControl="Anim Control Track"
- InterpTrackSound="Sound Track"
- InterpTrackAudioGameSync="Audio Game Sync"
- InterpTrackFloatParticleParam="Float Particle Param Track"
- InterpTrackVectorParticleParam="Vector Particle Param Track"
- InterpTrackFloatMaterialParam="Float Material Param Track"
- InterpTrackVectorMaterialParam="Vector Material Param Track"
- InterpTrackFadeAmount="Fade Amount"
- InterpTrackFadeColor="Fade Color"
- InterpTrackColorScale="Color Scale"
- InterpTrackToggle="Toggle Track"
- InterpTrackQuicktimeEvent="Quicktime Event"
- InterpTrackRootBoneCorrection="RootBone Correction Track"
- InterpTrackMirrorMaterial="Mirror Material Track"
- ; -
- ; User Interface
- ; -
- UILabel="Label"
- UIButton="Button"
- UILabelButton="Label Button"
- UICheckbox="Checkbox"
- UIStyle_Text="Text"
- UIStyle_Image="Image"
- UIStyle_Combo="Combo"
- UIState_Enabled="Enabled"
- UIState_Disabled="Disabled"
- UIState_Focused="Focused"
- UIState_Active="Active"
- UIState_Pressed="Pressed"
- ; -
- ; -
- ;CinemaTracks
- ; -
- CinemaTrackAttachment="Attachment Track"
- CinemaTrackMove="Move Track"
- CinemaTrackBlendAnim="Blend Anim Track"
- CinemaTrackCameraAnim="Camera Anim Track"
- CinemaTrackCameraMove="Camera Move Track"
- CinemaTrackIK="IK Track"
- CinemaTrackFocalLength="Focal Length Track"
- CinemaTrackColorProp="Color Property Track"
- CinemaTrackLightColor="Light Color Track"
- CinemaTrackForcedLodOverride="LOD Override Track"
- CinemaTrackScreenCapture="Screen Capture Track"
- CinemaTrackEnvironmentCapture="Environment Capture Track"
- CinemaTrackCameraShakeControl="Camera Shake Track"
- CinemaTrackApplyCharDamage="Character Damage Track"
- CinemaTrackCharDismemberment="Character Dismemberment Track"
- CinemaTrackCharDecalClear="Decal Clear Track"
- CinemaTrackPlayerMaterials="Player Materials Track"
- CinemaTrackScaleMITVTiming="Scale MITV Timing Track"
- CinemaTrackHideMaterials="Hide Materials Track"
- CinemaTrackMaterialOverride="Character Material Track"
- CinemaTrackCharFX="Character Effects Track"
- CinemaTrackDrawScale3D="DrawScale3D Track"
- CinemaTrackBgndPostFx="Background Post FX Track"
- CinemaTrackGameCamBlend="Game Cam Blend Track"
- CinemaTrackMaterialScalarProperties="Scalar Material Properties Track"
- CinemaTrackHideActor="Visibility Track"
- CinemaTrackPhysics="Physics Track"
- CinemaTrackPhysicsSubtrackableBlendWeight="Physics Blend Weight"
- CinemaTrackCloth="Cloth Track"
- CinemaTrackClothSubtrackableBlendWeight="Cloth Blend Weight"
- CinemaTrackClothSlowMotion="Cloth Slow Motion"
- CinemaTrackMorph="Character Morph Track"
- CinemaTrackQTE="Quicktime Track"
- CinemaTrackIKRetargeting="IK Retargeting Track"
- CinemaTrackLevelFade="Level Fade Track"
- CinemaTrackLevelDesaturation="Level Desaturation Track"
- CinemaTrackShadowToggle="Shadow Toggle Track"
- CinemaTrackGameSyncParameter="Audio Game Sync Parameter"
- CinemaTrackGlobalGameSyncParameter="Audio Game Sync Parameter"
- CinemaTrackWPOUpdateMode="WPO Update Mode Track"
- CinemaTrackRotateBonesAdditively="Rotate Bones Additively Track"
- ; -
- ÿˇˇˇ$EngineDir$/Localization/ENG/Engine.eng ‰ˇˇ[Public]
- ;Object=(Name=Engine.Console,Class=Class,MetaClass=Engine.Console)
- Object=(Name=Engine.ServerCommandlet,Class=Class,MetaClass=Core.Commandlet)
- Object=(Name=Engine.MasterMD5Commandlet,Class=Class,MetaClass=Core.Commandlet)
- [Errors]
- NetOpen=Error opening file
- NetWrite=Error writing to file
- NetRefused=Server refused to send '%s'
- NetClose=Error closing file
- NetSize=File size mismatch
- NetMove=Error moving file
- NetInvalid=Received invalid file request
- NoDownload=Package '%s' is not downloadable
- DownloadFailed=Downloading package '%s' failed: %s
- RequestDenied=Server requested file from pending level: Denied
- ConnectionFailed=Connection failed
- ChAllocate=Couldn't allocate channel
- NetAlready=Already networking
- NetListen=Listen failed: No linker context available
- LoadEntry=Can't load Entry: %s
- InvalidUrl=Invalid URL: %s
- InvalidLink=Invalid Link: %s
- Listen=Listen failed: %s
- AbortToEntry=Failed; returning to Entry
- ServerOpen=Servers can't open network URLs
- ServerListen=Dedicated server can't listen: %s
- Pending=Pending connect to '%s' failed; %s
- LoadPlayerClass=Failed to load player class
- ServerOutdated=Server's version is outdated
- FailedMapload_NotFound=The map specified on the commandline '%s' could not be found. Would you like to load the default map instead?
- [Progress]
- CancelledConnect=Cancelled Connect Attempt
- RunningNet=%s: %s (%i players)
- NetReceiving=Receiving '%s': %i/%i
- NetReceiveOk=Successfully received '%s'
- NetSend=Sending '%s'
- NetSending=Sending '%s': %i/%i
- Connecting=Connecting...
- Listening=Listening for clients...
- Loading=Loading
- Saving=Saving
- Paused=Paused by %s
- ReceiveFile=Receiving '%s' (F10 Cancels)
- ReceiveOptionalFile=Receiving optional file '%s' (Press F10 to Skip)
- ReceiveSize=Size %iK, Complete %3.1f%%
- ConnectingText=Connecting (F10 Cancels):
- ConnectingURL=unreal://%s/%s
- [Console]
- ClassCaption=Standard Unreal Console
- [General]
- Upgrade=To enter this server, you need the latest free update to Unreal available from Epic's Web site:
- UpgradeURL=http://www.unreal.com/upgrade
- UpgradeQuestion=Do you want to launch your web browser and go to the upgrade page now?
- Version=Version %i
- [Menu]
- HelpMessage=
- MenuList=
- LeftString=Left
- RightString=Right
- CenterString=Center
- EnabledString=Enabled
- DisabledString=Disabled
- HelpMessage[1]=This menu has not yet been implemented.
- YesString=yes
- NoString=no
- [HUD]
- LoadingMessage=LOADING
- SavingMessage=SAVING
- ConnectingMessage=CONNECTING
- [LevelInfo]
- Title=Untitled
- [TeamInfo]
- TeamName=Team
- [Weapon]
- ItemName=Weapon
- [GameMessage]
- SwitchLevelMessage=Switching Levels
- LeftMessage=" left the game."
- FailedTeamMessage=Could not find team for player
- FailedPlaceMessage=Could not find a starting spot
- FailedSpawnMessage=Could not spawn player
- EnteredMessage=" entered the game."
- MaxedOutMessage=Server is already at capacity.
- ArbitrationMessage=Arbitration Message (c.f. GameInfo.uc)
- OvertimeMessage=Score tied at the end of regulation. Sudden Death Overtime!!!
- GlobalNameChange=changed name to
- NewTeamMessage=is now on
- NoNameChange=Name is already in use.
- VoteStarted=started a vote.
- VotePassed=Vote passed.
- MustHaveStats=Must have stats enabled to join this server.
- CantBeSpectator=Sorry, you cannot become a spectator at this time.
- CantBePlayer=Sorry, you cannot become an active player at this time.
- BecameSpectator=became a spectator.
- NewPlayerMessage=A new player entered the game.
- NewSpecMessage=A spectator entered the game/
- SpecEnteredMessage=" joined as a spectator."
- [DmgType_Fell]
- DeathString=%k pushed %o over the edge.
- FemaleSuicide=%o left a small crater
- MaleSuicide=%o left a small crater
- [AccessControl]
- IPBanned=Your IP address has been banned on this server.
- WrongPassword=The password you entered is incorrect.
- NeedPassword=You need to enter a password to join this game.
- SessionBanned=Your IP address has been banned from the current game session.
- KickedMsg=You have been forcibly removed from the game.
- DefaultKickReason=None specified
- IdleKickReason=Kicked for idling.
- ACDisplayText[0]=Game Password
- ACDisplayText[1]=Access Policies
- ACDisplayText[2]=Admin Password
- ACDescText[0]=If this password is set, players will have to enter it to join this server.
- ACDescText[1]=Specifies IP addresses or address ranges which have been banned.
- ACDescText[2]=Password required to login with administrator privileges on this server.
- [UIStyle]
- StyleName=Default Style
- [UIStyle_Text]
- StyleName=Default Text Style
- [UIStyle_Image]
- StyleName=Default Image Style
- [ConsoleTextStyle]
- StyleName=Console Text Style
- [ConsoleImageStyle]
- StyleName=Console Border Style
- [ConsoleStyle]
- StyleName=Console Combo Style
- [ConsoleBufferTextStyle]
- StyleName=Console Buffer Text Style
- [ConsoleBufferTextImageStyle]
- StyleName=Console Buffer Background Style
- [ConsoleBufferStyle]
- StyleName=Console Buffer Combo Style
- [CursorImageStyle]
- StyleName=Cursor Style
- [ExampleGameMenu]
- CancelButtonText=Return To Game
- RespawnButtonText=Respawn Player
- ReloadButtonText=Reload Map
- InlineFontSampleText=These words are small... <Fonts:EngineFonts.LargeFont>these words are big,<Fonts:/> and these words are back to normal.
- InlineStyleSampleText=These words are normal... <Styles:ConsoleStyle>these words are green<Styles:/> and these words are normal too.
- SplitscreenButtonText=Splitscreen Test Scene
- [TestMenuStrings]
- ButtonTestText=The button has been clicked <SceneData:ButtonClickCount> times.
- PlayerIndexText=The propagated PlayerIndex is: <SceneData:PlayerIndex>.
- [OnlineProfileSettings]
- OwnerMappings[0]=(Name="None")
- OwnerMappings[1]=(Name="Online Service Setting")
- OwnerMappings[2]=(Name="Game Setting")
- ProfileMappings[0]=(ValueMappings=((Name="Off"),(Name="On")))
- ProfileMappings[1]=(ValueMappings=((Name="Off"),(Name="On")))
- ProfileMappings[2]=(ValueMappings=((Name="No"),(Name="Yes")))
- ProfileMappings[3]=(ValueMappings=((Name="Off"),(Name="On"),(Name="Both")))
- ProfileMappings[5]=(ValueMappings=((Name="Normal"),(Name="Easy"),(Name="Hard")))
- ProfileMappings[6]=(ValueMappings=((Name="Medium"),(Name="Low"),(Name="High")))
- ProfileMappings[7]=(ValueMappings=((Name="None"),(Name="Black"),(Name="White"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
- ProfileMappings[8]=(ValueMappings=((Name="None"),(Name="Black"),(Name="White"),(Name="Yellow"),(Name="Orange"),(Name="Pink"),(Name="Red"),(Name="Purple"),(Name="Blue"),(Name="Green"),(Name="Brown"),(Name="Silver")))
- ProfileMappings[9]=(ValueMappings=((Name="Off"),(Name="On")))
- ProfileMappings[10]=(ValueMappings=((Name="Off"),(Name="On")))
- ProfileMappings[11]=(ValueMappings=((Name="Left Thumbstick"),(Name="Right Thumbstick")))
- ProfileMappings[12]=(ValueMappings=((Name="Auto"),(Name="Manual")))
- ProfileMappings[13]=(ValueMappings=((Name="Behind"),(Name="Front"),(Name="Inside")))
- ProfileMappings[14]=(ValueMappings=((Name="Trigger"),(Name="Button")))
- ProfileMappings[15]=(ValueMappings=((Name="Trigger"),(Name="Button")))
- ÷ˇˇˇ$EngineDir$/Localization/ENG/UnrealEd.eng ã_˙ˇ[UnrealEd]
- &Apply=&Apply
- &Cancel=&Cancel
- &CancelAll="&Cancel All"
- &Export=&Export
- &Favorites=&Favorites
- &Import=&Import
- &New=&New
- &NewE=&New...
- NewEnvironment=New Environment
- &OK=&OK
- &OpenE=&Open...
- &OpenEWithHotkey=&Open...\tCtrl+O
- &Recent=&Recent
- &SaveCurrentLevel=&Save Current Level
- &SaveCurrentLevelWithHotkey=&Save Current Level\tCtrl+S
- &Window=&Window
- None = -None -
- ...=...
- /=/
- 0=0
- 100Pct=100%
- 1024=1024
- 1024x1024=1024x1024
- 1080=1080
- 10DOPX=10DOP X simplified collision
- 10DOPY=10DOP Y simplified collision
- 10DOPZ=10DOP Z simplified collision
- 10Pct=10%
- 10Percent=10%
- 10Speed=10%
- 1280=1280
- 128=128
- 128x128=128x128
- 16=16
- 18DOP=18DOP simplified collision
- 1920=1920
- 1=1
- 1Percent=1%
- 1Speed=1%
- 1x1Split=1x1 Split
- 1x1SplitH=1x1 Horizontal Split
- 1x1SplitV=1x1 Vertical Split
- 1x2Split=1x2 Split
- 200Pct=200%
- 22Degrees=22 Degrees
- 240=240
- 256=256
- 256x256=256x256
- 25Percent=25%
- 25Speed=25%
- 25pct=25%
- 26DOP=26DOP simplified collision
- 2=2
- 2Degrees=2 Degrees
- 2Percent=2%
- 2x2Split=2x2 Split
- 300Pct=300%
- 320=320
- 32=32
- 360=360
- 45=45
- 45Degrees=45 Degrees
- 480=480
- 4=4
- 50Pct=50%
- 50Percent=50%
- 50Speed=50%
- 512=512
- 512x512=512x512
- 5Degrees=5 Degrees
- 5Percent=5%
- 640=640
- 64=64
- 64x64=64x64
- 6DOP=6DOP simplified collision
- 720=720
- 768=768
- 8=8
- 90=90
- 90Degrees=90 Degrees
- AACT_AdditiveName=Additive Animation Name
- AACT_AnimationFirstFrame=Animation First Frame
- AACT_AnimationScaled=Animation Scaled
- AACT_CreateAdditiveAnimation=Create Additive Animation
- AACT_LoopingAnim=Looping Animation
- AACT_PickAnimation=Pick Animation
- AACT_PickBaseAnimation=Pick Base Animation
- AACT_PickSkelType=Skeleton Type
- AACT_ReferencePose=Reference Pose
- AACT_SelectBuildMethod=Select Build Method
- AAD_AddAdditiveAnimation=Add Additive Animation
- AAD_DestinationAnimationName=Destination Animation Name
- AAD_ScaleAdditiveToSource=Scale Additive Animation To Source
- AAD_ScaleSourceToAdditive=Scale Source To Additive Animation
- AAD_SelectAdditiveAnimation=Select Additive Animation
- AAD_SubtractAdditiveAnimation=Subtract Additive Animation
- AIPaths=AI Paths
- AOE_DelAreYouSure=Are you sure you want to delete the profile '`~'?
- AOE_DuplicateProfileName=Profile with that name already exists.
- AOE_EnterNewProfileName=Enter New Profile Name
- AOE_NoProfileName=Invalid Profile Name
- AOE_ProfileName=Profile Name
- AVIRender=AVI Render
- AboutCinema=About Cinema...
- AboutToCompressAnimations_F=About to compress `~ animations. -Proceed?
- AcceptCore=Accept Core
- AcceptsDynamicLights=Accepts Dynamic Lights
- AcceptsLights=Accepts Lights
- ActivateAllOveridesOnMaterialInstances=Activate All Parameter Overrides on Material Instances
- Actor=Actor
- ActorBrowser_ToolTip=Show the actor classes browser
- ActorBrowser_ViewMenu=Actor Classes
- ActorClasses=Actor Classes
- ActorFactory=Actor Factory
- ActorFactoryNotForUseByKismetF=`~ cannot be used in UnrealKismet.
- ActorFactoryNotForUseByProjectileFactoryF=`~ cannot be used in ProjectileFactory.
- ActorMovement=Actor Movement
- ActorProperties=Actor Properties
- ActorProperties_AddToLODParent=Use '`~' as LOD Replacement
- ActorProperties_CreateMeshProxy=Merge/Remerge/Unmerge Meshes...
- ActorProperties_LODSubMenu=LOD Operations
- ActorProperties_RemoveFromLODParent=Clear LOD Replacement
- ActorProperties_ResimplifyMesh=Resimplify Mesh...
- ActorProperties_SetLODParent=Set as Active LOD Parent
- ActorProperties_SimplifyMesh=Simplify Mesh...
- ActorProperties_SimplifySelectedMeshes=Simplify Meshes for All Selected Actors...
- ActorSearchGoto=ActorSearchDlg: Goto Actors
- ActorSearchSelectActors=ActorSearchDlg: Select Actors
- ActorSelected=`~.`~ Selected (`~ Tris, `~ Verts, `~ Sections)
- ActorTagsSF=Actor Tags
- Actors=Actors
- ActorsClassSelected=%i %ss Selected
- ActorsReferencedByKismet=Actors Referenced By UnrealKismet
- ActorsSelected=%i Actors Selected
- Add=Add
- AddActor=Add Actor
- AddAdditiveToSequence=Add Additive Animation to selected sequence(s)
- AddBlendControlSubtrack=Add Blend Control Subtrack
- AddBoolVar=Add BOOL Variable
- AddBox=Add Box
- AddChildMesh=Add Child
- AddChildSlot=Add Blank Child Slot
- AddClothControlSubtrack=Add Cloth Control Subtrack
- AddCore=Add Core
- AddCurve_Alpha=Add Alpha
- AddCurve_AxisScaling=Add Axis Scaling
- AddCurve_Color=Add Color
- AddCurve_DistMap_Alpha=Add DistMap Alpha
- AddCurve_DistMap_Color=Add DistMap Color
- AddCurve_DistMap_Scale=Add DistMap Scale
- AddCurve_MaterialIndex=Add Material Index
- AddCurve_Offset=Add Offset
- AddCurve_Rotation=Add Rotation
- AddCurve_Scaling=Add Scaling
- AddCurve_ScreenPercentageMap=Add ScreenPercentageMap
- AddCylinderComp=Add Cylinder Component
- AddE=Add...
- AddF=Add `~
- AddFloatVar=Add FLOAT Variable
- AddFreeCameraGroup=Add Free Camera Group
- AddHereF=Add `~ Here
- AddInput=Add Input
- AddIntVar=Add INT Variable
- AddKey=Add Key
- AddLinksToCoverGroup=CoverGroup: Add Links
- AddLookAtCameraGroup=Add Look At Camera Group
- AddLookAtGroup=Add Look At Group
- AddNavPointsToRoute=Route: Add NavPoints
- AddNewAIGroup=Add New AI Group
- AddNewBody=Add New Body
- AddNewCameraGroup=Add New Camera Group
- AddNewDirectorGroup=Add New Director Group
- AddNewEmptyGroup=Add New Empty Group
- AddNewGroup=Add New Group
- AddNewLightingGroup=Add New Lighting Group
- AddNewMaterialExpression=Add new material expression
- AddNewParticleGroup=Add New Particle Group
- AddNewPrimitive=Add New Primitive
- AddNewSkeletalMeshGroup=Add New Skeletal Mesh Group
- AddNewSpline=Add New Spline
- AddNewSplineSystem=Add New Spline System
- AddNewSuperGroup=Add New Super Group
- AddNew_F=Add New `~
- AddParticleComp=Add Particle Component
- AddPointLightComp=Add PointLight Component
- AddPrefabF=Add Prefab: `~
- AddPrimitiveIgnore=Add primitive to light ignore list
- AddRadImpulseComp=Add RadialImpulse Component
- AddRecent=Add Recent
- AddSelectedActors=Add Selected Actors
- AddSelectedActorsGroup=Add Selected Actors to Group
- AddSelectedActorsLayer=Add Selected Actors to Layer
- AddSkelControlChain=Add SkelControl Chain
- AddSkelMeshComp=Add SkeletalMesh Component
- AddSkeletalActorGroup=Add Skeletal Actor Group
- AddSpawnedActorGroup=Add Dynamically Spawned Actor Group
- AddSphere=Add Sphere
- AddSphyl=Add Sphyl
- AddStaticActorGroup=Add Static Actor Group
- AddStaticMeshComp=Add StaticMesh Component
- AddStaticMeshCompVar=Add STATICMESHCOMPONENT Variable
- AddStreamingVolumes=Add Streaming Volumes
- AddSubSkel=Add
- AddSwitchConnector=Add Switch
- AddTag=Set Content Tag
- AddToFavorites=Add to favorites
- AddToMeshList=Add
- AddToSuperGroup=Add to Super Group
- AddVectorVar=Add VECTOR Variable
- AddVolume=Add Volume (right click for options)
- AddVolumePopUp=Add Volume
- AddVolumePopup=Add Volume
- Add_CheckOut_DLG_Button_Cancel=Cancel
- Add_CheckOut_DLG_Button_Select=Check Out/Mark for Add
- Add_CheckOut_DLG_Button_Skip=Skip this Step
- Add_CheckOut_DLG_Prompt=Files are not in Perforce or must be checked out\nSelect the files you want to mark for add/check out.\n\nNote:\nDeselecting any files under "Mark Files for Add" will require adding them\nmanually to Perforce
- Add_CheckOut_DLG_Title=Check Out Files/Mark Files for Add
- Add_CheckOut_DLG_ToolTip_Cancel=Stops the save operation as well as the Perforce step
- Add_CheckOut_DLG_ToolTip_Select=Checks out files from Perforce or marks files for add within Perforce
- Add_CheckOut_DLG_ToolTip_Skip=Skips the check out/mark for add step and proceeds to saving files.\nNote: selecting this will prevent this dialog from appearing for the files listed. You will have to manually add those files to Perforce.
- AddingBrushToWorld=Adding brush to world
- AddingForcedSpecs=Adding Forced Specs
- Additive=Additive
- AdditiveCameraDSA=Additive Camera DSA Group
- AdditiveGeom=Additive
- AddsSolids=Adds/Solids
- AdjacentCoplanars=Adjacent Coplanars
- AdjacentFloors=Adjacent Floors
- AdjacentSlants=Adjacent Slants
- AdjacentWalls=Adjacent Walls
- AdjustCore=Adjust Core
- AdjustKey_F=ADJUST KEY `~
- AdjustingBrush=Adjusting brush
- Advanced=Advanced Options
- AffectWidgetOnlyQ=Affect Widget Only?
- Align=Align
- AlignBrushVertices=Align Brush Vertices
- AlignCameras=Align Cameras
- AlignPivotToFloor=Align Pivot to Floor
- AlignToFloor=Align To Floor
- Alignment=Alignment
- AllAdjacents=All Adjacents
- AllE=All...
- AllFiles=All Files|-.-
- AllLevels=All Levels
- AllRefsTooltip="All Referenced"
- AllTemplates=All Templates
- AllowSplits=Allow Splits
- AltBoneWeightingMenu=Alt. Bone Weighting
- AmbientOcclusionSF=Ambient Occlusion
- Amount=Amount
- AnalyzeAnimSet=Analyze AnimSet
- AndWithMemory=And With Memory
- AngularAcceleration=Angular Acceleration
- AngularVelocity=Angular Velocity
- Anim2=Anim 2:
- Anim3=Anim 3:
- Anim=Anim
- AnimFrameComparison_Error_InvalidPreviewSkelMesh=ERROR: Invalid Preview Skeleton Mesh!
- AnimFrameComparison_Error_NoOtherAnimationSequence=ERROR: No Other Animation Sequence!
- AnimFrameComparison_Error_NoSelectedAnimSequence=ERROR: There is no Selected Animation Sequence!
- AnimFrameComparison_IgnoreHipRotation=Ignore Hip Rotation
- AnimFrameComparison_IgnoreHipTranslation=Ignore Hip Translation
- AnimFrameComparison_OtherAnimLabel=OtherAnim:
- AnimFrameComparison_OtherSequence=Sequence:
- AnimFrameComparison_OtherSet=Set:
- AnimFrameComparison_RotationTolerance=Rotation Tolerance
- AnimFrameComparison_SelectedAnimMesh=SelectedMesh:
- AnimFrameComparison_SelectedAnimSequence=SelectedAnim:
- AnimFrameComparison_ShowIgnoreRotationBoneList=Ignore Rotation Bone List
- AnimFrameComparison_ShowIgnoreTranslationBoneList=Ignore Translation Bone List
- AnimFrameComparison_TranslationTolerance=Translation Tolerance
- AnimNotify_Trails_MissingSocketNames=Missing socket names.
- AnimNotify_Trails_MissingSocketOnSkelMesh=Missing socket `~ on skeletal mesh
- AnimNotify_Trails_SampleDataError=Samples animation data will be incorrect due to:
- AnimNotify_Trails_SkippingError=Skipping Trails sampling of animation data due to:
- AnimPreview=Anim Preview
- AnimPreview_F=Anim Preview: %s
- AnimProperties=Animation Properties
- AnimSeqNone=AnimSeq: None
- AnimSeq_F=AnimSeq: %s Len: %4.2fs Mem: %.2fKB/%.2fKB Comp: %7.2f:1
- AnimSequence=AnimSequence
- AnimSequenceAlreadyAdditive=AnimSequence `~ is already an Additive Animation.
- AnimSequencePlayer=AnimSequence Player
- AnimSet=AnimSet
- AnimSetCaption_F=Anim: %s
- AnimSetCopy=Copy and Paste between Anim Sets
- AnimSetEditor=AnimSet Editor
- AnimSetEditor_ActiveListen=Actively listen for file system changes
- AnimSetEditor_AutoReimportTitle=Auto Import
- AnimSetEditor_F=Unreal AnimSet Editor: `~
- AnimSetNone=AnimSet: None
- AnimSetNotFound=Destination AnimSet named '`~' not found.
- AnimSetPlugins=Plugins
- AnimSetSampleNewMesh=Sequence `~: The currently selected Mesh (`~) is different from the sampled Mesh (`~). -Do you want to use the selected Mesh instead for data sampling?
- AnimSetSelectedIsSourceAnimSet=AnimSet selected in Browser is the same as the source AnimSet!
- AnimSetViewer=AnimSet Viewer
- AnimSetViewer_ChunksAll=All
- AnimSetViewer_ChunksLabel=Chunks:
- AnimSetViewer_DeleteMorphTracksContent=Delete Morph Tracks From AnimSet
- AnimSetViewer_DeleteMorphTracksTitle=Delete Morph Tracks
- AnimSetViewer_ExportMeshWithAnim=Save Skeletal Mesh?
- AnimSetViewer_ExportMeshWithAnimPrompt=Would you like to export the current skeletal mesh with the animation?
- AnimSetViewer_LoadAllAnimSets=Load All
- AnimSetViewer_LoadAllAnimSetsPrompt=Unloaded anim sets and anim sequences will not show up in the list. Do you want to load all anim sets?
- AnimSetViewer_SectionsAll=All
- AnimSetViewer_SectionsLabel=Sections:
- AnimSetViewer_ShowAllSequences=Show All Anim Sequences
- AnimSetViewer_ShowUVIndex=UV set `~
- AnimSetViewer_ShowUVs=Show UVs
- AnimSetViewer_UnrealColumnOrder=Unreal Column Order
- AnimSetViewer_MeshSpace=Mesh Space
- AnimSetViewer_UseLoadedAnimSetsOnly=Use Loaded
- AnimSet_F=AnimSet: %s Mem: %.2fMB/%.2fMB Comp: %7.2f:1
- AnimTreeCopy=Copy
- AnimTreeDuplicate=Duplicate
- AnimTreeEdComboAnimSet_F=AnimSet: `~
- AnimTreeEdComboMesh_F=Mesh: `~
- AnimTreeEdComboSocket_F=Socket: `~
- AnimTreeEdPreviewAnimSet=Preview AnimSet
- AnimTreeEditor=AnimTree Editor
- AnimTreeEditor_F=Unreal AnimTree Editor: `~
- AnimTreePaste=Paste
- AnimationCompression=Animation Compression
- AnimationCompressionSettings=Animation Compression Settings
- AnimationSequences=Animation Sequences
- AnimationSourceMeshManager=Animation Source Mesh Manager
- AnimsList=Anims List
- AnisotropicDirection=Anisotropic Direction
- AnyWeight=Any Weight
- Appearance=Appearance
- AppendAnimSet=Append AnimSet...
- AppendAnimsetError_WrongTracks=Error: Source AnimSet track mapping doesn't match destination AnimSet!
- AppendPasteKeysIntoSubtrackMenu=Paste Into Subtrack
- AppendToSpline=Append To End Of Spline
- Apply=Apply
- ApplyBrushTransform=Apply Brush Transform
- ApplyCommentStyle=Apply Comment Style
- ApplyFocalAnim=Apply Animation Data For Focal Length
- ApplyMaterial=Apply Material
- ApplyMaterialF=Apply Material : `~
- ApplyMaterialToPBFaceF=Apply Material (`~) To Face
- ApplyPBRulesetToFaceF=Apply Ruleset (`~) To Face
- ApplyPhysicalAssetMaterial=Apply Selected Physical Material to All Bodies
- ApplyPhysicalAssetMaterialF=Apply `~ to All Bodies
- ApplyPhysicalAssetMaterial_HelpText=Applies the physical material currently selected in the content browser to all bodies.
- ApplyRotation=Apply Rotation
- ApplyToSequence=Apply To Sequence
- ApplyToSet=Apply To Set
- ApplyingDetailBrushF=Applying detail brush `~ of `~
- ApplyingStructuralBrushF=Applying structural brush `~ of `~
- ApproxSize_F=Approx Size: `~x`~x`~
- Archetype_Create=Create Archetype
- Archetype_Update=Update Archetype from this instance
- AreYouSureYouWantDefaults=Are you sure you want to reset to defaults?
- Argument=Argument...
- ArgumentNumber=Argument Number
- ArrayPropertyHeader=...
- ArtTool=ArtTool
- ArtTool_HotloadMap=Hotload Map
- ArtTool_Setup=Setup ArtTool Session
- AsTexture=As Texture
- AsVector=As Vector
- Asset=Asset
- AssignLinkReference=Assign Link Reference
- AssignMaterial=Assign From Content Browser
- AssignToEvents_F=Assign `~ To Event(s)
- AssignToObjectVars_F=Assign `~ To Object Variable(s)
- Attach=Attach
- AttachActors=Attach Actors
- AttachComponent=Attach Component
- AttachEdAddActor=Add Selected Actors
- AttachEdAttach=Attach Actors (Alt B)
- AttachEdAttachToActor=Attach to Actor
- AttachEdAutoArrange=Auto Arrange Graphs
- AttachEdBaseToBe=Base to Be
- AttachEdBreakAndRemove=Break All Attachments of Selected and Remove
- AttachEdBreakParent=Break To Parent
- AttachEdClear=Clear
- AttachEdRefresh=Refresh View
- AttachEdRemoveGraph=Remove Attachment Graph
- AttachEdSkelMeshMenuBones=Bones
- AttachEdSkelMeshMenuSockets=Sockets
- AttachSelectedMesh=Attach
- AttachedMeshes=Attached Meshes
- AttachmentBase=Attachment Base
- AttachmentEditor_ToolTip=Show the attachment editor
- AudioActorsSF=Audio Actors
- AudioRadiusSF=Audio Radius
- AutoAdjustQ=Auto Adjust?
- AutoConvexCollision=Auto Convex Collision
- AutoExposure=Auto Exposure
- AutoFocus=Auto Focus?
- AutoMirrorMultiMatch=Multiple Matches For Bone '`~'.
- AutoMirrorNoMatch=No Match For Bone '`~'.
- AutoMirrorProblemCount=Mirror Table Created. There Were `~ Problems.
- AutoMirrorTable=Build Mirror Table...
- AutoPosition=Auto Position
- AutoSaveContent=Autosave Content Packages
- AutoSaveInterval1=1
- AutoSaveInterval2=5
- AutoSaveInterval3=10
- AutoSaveInterval4=15
- AutoSaveInterval5=30
- AutoSaveInterval=AutoSave Interval
- AutoSaveMaps=Autosave Maps
- AutoSavePackageTypes=Package Types To Autosave
- AutoSelect=Auto Select?
- AutomatedBuild_AutomaticSubmission=[Automatic Submission]
- AutomatedBuild_Error_AutomatedBuildAborted=Automated build aborted.
- AutomatedBuild_Error_BuildFailed=The map build failed or was canceled.
- AutomatedBuild_Error_FilesFailedCheckout=The following packages failed to checkout of source control and cannot be submitted:\n`~
- AutomatedBuild_Error_FilesFailedSave=The following packages failed to save and cannot be submitted:\n\n`~
- AutomatedBuild_Error_MapErrors=Map errors occurred while building.
- AutomatedBuild_Error_NoCLDesc=A changelist description must be provided; automated build aborted.
- AutomatedBuild_Error_NoValidLevels=None of the current levels are valid for submission; automated build aborted.
- AutomatedBuild_Error_SCCError=Cannot connect to source control; automated build aborted.
- AutomatedBuild_Error_SCCSupportNotCompiledIn=Source control support not compiled into the build; automated build aborted.
- AutomatedBuild_Error_UnsaveableFiles=The following packages cannot be checked out of source control (or are read only) and cannot be submitted:\n\n`~
- AutomatedBuild_Error_UnsavedMap=The following levels have never been saved before and cannot be submitted:\n\n`~
- AutomatedBuild_Prompt_Cancel=Cancel
- AutomatedBuild_Prompt_Proceed=Proceed
- AutomatedBuild_Prompt_Title=Automated Build Problem
- Automatic=Automatic
- Autosave_Disabled=Autosaving of maps is DISABLED
- Autosave_Enabled=Autosaving of maps is ENABLED (Next: %i:%02i min)
- Autosave_Soon=Autosave will occur in: `~ second(s)
- Axis=Axis
- BSPSF=BSP\tQ
- BSPSelect_DifferentResolutionsSelected=Different selected resolutions.\nCan only select matching for a single resolution.
- BSPSplitSF=BSP Split
- BackgroundColor=Background Color
- BackgroundMusicSetting=Background Music Settings
- BackgroundMusicSetting_Tooltip=Select the sound bank and music tracks used for editor previewing
- BakeDisplacementMapQ=Bake DisplacementMap?
- BakePivot=Save Pivot to PrePivot
- BatchProcess=Batch Process
- Bezier=Bezier
- Bind=Bind
- BindEditorHotkeys=Configure Keyboard Shortcuts...
- BlockAll=Block All
- BlockNone=No Collision
- BlockWeapons=Block Weapons
- BlockingVolumeAutoConvex=Auto Convex Collision...
- BlockingVolumeBBox=Bounding Box
- BlockingVolumeColumnX=Column (X Axis)
- BlockingVolumeColumnY=Column (Y Axis)
- BlockingVolumeColumnZ=Column (Z Axis)
- BlockingVolumeConvexHeavy=Heavy Convex Volume
- BlockingVolumeConvexLight=Light Convex Volume
- BlockingVolumeConvexNormal=Normal Convex Volume
- BlockingVolumeConvexRough=Rough Convex Volume
- BlockingVolumeCreation=Create Blocking Volume
- Blur=Blur
- BodiesConstraints_F=%d BODIES, %d CONSTRAINTS
- BodyMissingFromSkelMesh=The following Bones are in the PhysicsAsset, but not in the SkeletalMesh.\nThey should probably be removed from the PhysicsAsset:\n\n`~
- Bold="Bold"
- BoneList = Bone List
- BoneMissingFromSkelMesh=The SkeletalMesh is missing bone '`~' needed by this PhysicsAsset.
- BoneName=Bone Name
- BoundingBoxQ=Draw Bounding Box?
- Bounds=Bounds
- BoundsSF=Bounds
- Box=Box
- BreakAllLink=Break All Links
- BreakAllLinks=Break All Links
- BreakAllOpLinks=Break All Links To Object(s)\tB
- BreakEventLinks=Break Event Links
- BreakLink=Break Link
- BreakLinkTo=Break Link To
- BreakParentLink=Detach From Parent
- Browser=Browser
- BrowserCaption_F=Browser: `~
- BrowserWindows=Browser Windows
- Brush=Brush
- BrushBuilder=Brush Builder
- BrushBuilderCaption=Brush Builder `~
- BrushBuilderName_Cone=Cone
- BrushBuilderName_Cube=Cube
- BrushBuilderName_CurvedStair=Curved Staircase
- BrushBuilderName_Cylinder=Cylinder
- BrushBuilderName_Generic=Generic Builder
- BrushBuilderName_LinearStair=Linear Staircase
- BrushBuilderName_Sheet=Sheet
- BrushBuilderName_SpiralStair=Spiral Staircase
- BrushBuilderName_Tetrahedron=Tetrahedron (Sphere)
- BrushBuilderName_Volumetric=Cards
- BrushButtonGroupLabel=Brushes
- BrushClip=Brush Clip
- BrushMarkerPolys=Brush Marker Polys
- BrushSet=Brush Set
- BufferVisualization=Buffer Visualization
- BufferVisualization_ShadowSubMenu=Shadows
- BufferVisualization_BaseColor=BaseColor
- BufferVisualization_BaseColor_Help=Show fullscreen BaseColor buffer.
- BufferVisualization_BaseColorValidation=BaseColor Validation
- BufferVisualization_BaseColorValidation_Help=Show fullscreen BaseColor Validation buffer.
- BufferVisualization_MaterialAO=MaterialAO
- BufferVisualization_MaterialAO_Help=Show fullscreen MaterialAO buffer.
- BufferVisualization_Metallic=Metallic
- BufferVisualization_Metallic_Help=Show fullscreen Metallic buffer.
- BufferVisualization_None=None
- BufferVisualization_None_Help=Disable buffer visualization.
- BufferVisualization_Enable=Enable User VRT
- BufferVisualization_Enable_Help=Allows this viewport to use VRT
- BufferVisualization_Overview=Overview
- BufferVisualization_Overview_Help=Show all buffers in a grid display.
- BufferVisualization_Roughness=Roughness
- BufferVisualization_Roughness_Help=Show fullscreen Roughness buffer.
- BufferVisualization_ShadingComplexity=Shading Complexity
- BufferVisualization_ShadingComplexity_Help=Show Shading Complexity buffer.
- BufferVisualization_Normal=World Normal
- BufferVisualization_Normal_Help=Show World Normal buffer.
- BufferVisualization_StaticShadowUsage=Static Shadows On
- BufferVisualization_StaticShadowUsage_Help=Identify pixels using Static Shadows
- BufferVisualization_ContactShadows=Visualize Contact Shadows
- BufferVisualization_ContactShadows_Help=Indentify pixels that have contact shadows applied.
- BufferVisualization_ASV_TopLeft=Top Left View
- BufferVisualization_ASV_TopRight=Top Right View
- BufferVisualization_ASV_BottomRight=Bottom Right View
- BufferVisualization_ASV_BottomLeft=Bottom Left View
- Build=Build
- BuildActorsWithToggleTracksOnly=Build actors with toggle tracks only
- BuildAll=Build All
- BuildAllAndSubmit=Build All and Submit To Source Control
- BuildAllAndSubmit_ToolTip=Build All and Submit to Source Control
- BuildAllSelectedPaths=Build All (Selected AI Paths)
- BuildAnimatedActorsOnly=Build animated actors only
- BuildCombatZones=Build Combat Zones
- BuildCover=Build Cover
- BuildCoverAdjustingCoverSlots=Build Cover: Adjusting Cover Slots
- BuildCoverBuildingFireLinksF=Build Cover: Building Fire Links (`~/`~)
- BuildCoverBuildingInfluenceLinksF=Build Cover: Building Influence Links (%d/%d)
- BuildCoverBuildingOtherLinksF=Build Cover: Building Other Links (`~/`~)
- BuildCoverBuildingShortCutsF=Build Cover: Building short cuts (%d/%d)
- BuildDismemberMirror=Build dismemberment mirror table
- BuildFailed_VisibilityOnlyButVisibilityDisabled='Build Only Visibility' option was enabled but precomputed visibility is disabled! -Aborting build.
- BuildFromDismembermentRegions=Build From Dismemberment Regions
- BuildFromFilePath=Build From File Path
- BuildLightActorsOnly=Build light actors only
- BuildLightAndAnimatedActors=Build light and animated actors
- BuildOnlySelectedPylons=Build only selected Pylons?
- BuildPathsAddingForcedSpecsFE=Build Paths: Adding Forced Specs (Nav Point `~) ...
- BuildPathsAddingLongRangeReachspecs=Build Paths: Adding Long Range Reachspecs
- BuildPathsAddingReachspecs=Build Paths: Adding Reachspecs
- BuildPathsCheckingActorsForErrors=Build Paths: Checking actors for errors
- BuildPathsDefining=Build Paths: Defining
- BuildPathsNavigationPointsOnBases=Build Paths: Navigation Points on Bases
- BuildPathsResettingActors=Build Paths: Resetting Actors
- BuildPlay_Custom=Custom
- BuildPlay_Default=Default
- BuildPlay_Features=Features
- BuildPlay_Landscape=Landscape
- BuildPlay_Multiply=x
- BuildPlay_Orientation=Orientation
- BuildPlay_PS3=PS3
- BuildPlay_PSVita=PS Vita
- BuildPlay_Portrait=Portrait
- BuildPlay_Resolution=Resolution
- BuildPlay_XBOX_360=Xbox360
- BuildPlay_iPad2=iPad 2
- BuildPlay_iPad3=iPad 3
- BuildPlay_iPad4=iPad (4th generation)
- BuildPlay_iPad=iPad
- BuildPlay_iPadMini=iPad Mini
- BuildPlay_iPhone3GS=iPhone 3GS
- BuildPlay_iPhone4=iPhone 4
- BuildPlay_iPhone4S=iPhone 4S
- BuildPlay_iPhone5=iPhone 5
- BuildPlay_iPodTouch4=iPod touch (4th generation)
- BuildPlay_iPodTouch5=iPod touch (5th generation)
- BuildProgress=Build Progress
- BuildStatus=Build Status
- BuildSubmitWindow_Title=Build All And Submit
- BuildVisibleGeometry=Geometry for Visible Levels
- BuildVisibleGeometry_HelpText=Builds geometry for all visible levels.
- BuildWarningsAndErrorsString=`~ criticals \ `~ errors \ `~ warnings
- BuilderBrushSF=Builder Brush\tB
- BuildingBSP=Building BSP
- BuildingCover=Building Cover
- BuildingMesh=Building Mesh
- BuildingStatsBrowser_CombinedStats=Combined Total
- BuildingStatsBrowser_ItemActivated=Item Activated
- BuildingStatsBrowser_LODDiffuseMemBytes=LODDiffuseMemBytes
- BuildingStatsBrowser_LODLightingMemBytes=LODLightingMemBytes
- BuildingStatsBrowser_LightmapMemBytes=LightmapMem
- BuildingStatsBrowser_Name=Name
- BuildingStatsBrowser_NumInstancedStaticMeshComps=InstancedStaticMeshComps
- BuildingStatsBrowser_NumInstancedTris=InstancedTris
- BuildingStatsBrowser_NumStaticMeshComps=StaticMeshComps
- BuildingStatsBrowser_Ruleset=Ruleset
- BuildingStatsBrowser_ShadowmapMemBytes=ShadowmapMem
- BuildingStatsBrowser_ToolTip=Show the building stats browser
- BulkExportE=Bulk Export...
- BulkExport_FilteredWarning=Asset types are currently filtered within the Content Browser. Only objects of the filtered types will be exported.
- BulkExport_FilteredWarning_Title=Asset Filter in Effect
- BulkImportE=Bulk Import...
- BulkImport_Cancelled=The bulk import process was cancelled.
- BulkImport_CouldNotImportFile=Could not import file '`~'.
- BulkImport_FileCancelled=Importing '`~' cancelled.
- BulkImport_InvalidFileSymbol=The file '`~' could not be imported. -Reason: `~.
- BulkImport_InvalidGroupSymbol=The group '`~' could not be created. -Reason: `~.
- BulkImport_InvalidPackageSymbol=The package '`~' could not be created. -Reason: `~.
- BulkImport_NoValidFactory=Unable to import file: '`~'. -Could not find an appropriate actor factory for this filetype.
- BulkImport_SomeFilesNotImported=Some files could not be imported. -Check the log for details.
- BulkImport_Success=Bulk import completed successfully.
- ButtonBarGroups_Brushes=Brushes
- ButtonBarGroups_EditMode=Modes
- ButtonBarGroups_OtherBrushes=Other Brushes
- ButtonBarGroups_Selection=Select
- ButtonBarGroups_Tools=Tools
- ButtonBarGroups_Views=Views
- ButtonBarGroups_Volumes=Volumes
- CAPFXLibraryEditor_AttachPoint=Attach Point:
- CAPFXLibraryEditor_EditAttachPoint=Edit Attach Point...
- CAPFXLibraryEditor_EditAttachPointWarning=Preview Mesh must be set to edit the Attach Point!
- CAPFXLibraryEditor_SelectAttachPoint=Select AttachPoint from `~
- CAPFXLibraryEditor_Title=`~ Properties
- CASCADE_CancelSoloing=Disable soloing to perform the following:
- CASC_ModuleConvertToSeeded=Convert to seeded
- CASC_ModuleSetRandomSeed=Set RandomSeed
- CHN=Simplified Chinese (CHN)
- CO_AVI=AVI
- CO_CaptureOptions=Capture Options
- CO_CaptureType = CaptureType
- CO_CinematicMode=Turn on Cinematic Mode
- CO_CinematicModeDisableInput=Disable Input
- CO_CinematicModeDisableMovement=Disable Movement
- CO_CinematicModeDisableTurning=Disable Turning
- CO_CinematicModeHideHud=Hide HUD
- CO_CinematicModeHidePlayer=Hide Player
- CO_CinematicModeSettings=Cinematic Mode Settings
- CO_CinematicModeTitle=Cinematic Mode
- CO_CloseEditor=Close the editor when the capture starts
- CO_Compress=Compress Capture
- CO_FPS=FPS:
- CO_Name=Name:
- CO_ScreenShots=Screen Shots
- CSG=CSG
- CSGAdd=CSG : Add
- CSGButtonGroupLabel=CSG
- CSGDeintersect=CSG : Deintersect
- CSGIntersect=CSG : Intersect
- CSGSubtract=CSG : Subtract
- CZE=Czech (CZE)
- CachingDecoLayerLighting=Caching DecoLayer lighting
- CachingDecoLayerLightingF=Caching DecoLayer lighting (`~ of `~)
- CalculateBoneBreaks=Calculate Bone Break Vert Weightings
- CalculateBoneBreaks_1=Default
- CalculateBoneBreaks_2=Auto Detect Rigid
- CalculateBoneBreaks_3=Rigid Body Preferred
- CalculateMorph=Calculate Morph
- CameraFrustumsSF=Camera Frustums
- CameraMode=Camera Mode
- CameraSf=Cameras
- Cancel=Cancel
- CancelAll="Cancel All"
- CancelCore=Cancel Core
- CannotDeleteList=Cannot delete: \n`~
- CannotDeleteSpecialActor=Cannot delete special actor `~
- CannotDuplicateList=Cannot duplicate object: '`~'\n`~
- CannotOpenPIEMapsForEditing=Cannot open "Play in Editor" maps for editing
- CannotRemoveFirstMoveKey=Cannot delete first key of a Relative To Initial track.
- CaptureAudio=Capture Audio
- CaptureAudioSection=Capture Audio Section
- CaptureGroup=`~CG
- CaptureResolution=Capture Resolution:
- CaptureTrack=`~CT
- Casc_RefreshModule=Refresh Module
- Casc_SetFixedBounds=Set fixed bounds?
- Casc_SyncMaterial=Sync material
- Casc_ToggleGrid=Toggle Grid
- Casc_Unshare=Unshare module
- Casc_UseMaterial=Use selected material
- CascadeCantDeleteLOD=Can't delete %s
- CascadeCaption_F=UnrealCascade: `~
- CascadeChangeDetailMode=Change the Detail Mode
- CascadeHighLODModuleWarning=UnrealCascade: Attempting to `~ module while not on highest LOD
- CascadeLODAdd=Add LOD
- CascadeLODAddAfter=Add LOD After Current
- CascadeLODAddBefore=Add LOD Before Current
- CascadeLODAddError=Attempting to create module while not on highest LOD (0)
- CascadeLODCopyError=Attempting to copy module while not on highest LOD (0)
- CascadeLODDelete=Delete LOD
- CascadeLODHigh=Jump to highest LOD level
- CascadeLODHigher=Jump to higher LOD level
- CascadeLODLabel=LOD
- CascadeLODLow=Jump to lowest LOD Level
- CascadeLODLower=Jump to lower LOD level
- CascadeLODMoveError=Attempting to move module while not on highest LOD (0)
- CascadeLODPasteError=Attempting to paste module while not on highest LOD (0)
- CascadeLODRegenerate=Regenerate lowest LOD
- CascadeLODRegenerateDuplicate=Regenerate lowest LOD duplicating the highest LOD
- CascadeParticlePerfSetupTitle=Performance Setup: `~
- CascadePerfCheck=Performance Check
- CascadeRegenLowLODWarningLine1= WARNING
- CascadeRegenLowLODWarningLine2=Regenerating the lowest LOD level will delete
- CascadeRegenLowLODWarningLine3=all other LOD levels from the particle system!
- CascadeRegenLowLODWarningLine4=Are you sure you want to do so?
- CascadeRegenLowestLOD=Regenerate lowest LOD
- CascadeSaveObject=Save Object
- CascadeSaveObjectAs=Save Object As...
- CascadeToggleSystemMovement=Toggle Movement of the Particle System
- CascadeToggleWireSphere=Toggle Wireframe Sphere
- CascadeTooManyLODs=Max LOD levels (8) already present
- Cascade_InterpolationMethodLODWarning=Unable to change InterpolationMethod due to LOD level 0 setting.
- Cascade_ModuleDeleteLODWarning=Cascade: Attempting to delete module while not on highest LOD (0)
- Cascade_NoDeleteRequiredOrSpawn=The Required and Spawn modules may not be deleted.
- Cascade_ReplaceTypeDataModule=Replace the existing type data module?
- Cascade_ShowBloom=Show Bloom
- Cascade_ShowDOF= Show DOF
- Cascade_ShowMotionBlur=Show MotionBlur
- Cascade_ShowPPVolumeMaterial=Show PPVolume Material
- Cascade_ViewGeometryProperties=View Geometry Properties
- ChangeBone=Change Bone
- ChangeDescriptionMaterialDepChanges=Updating changed materials.
- ChangeLightClassification=Change Light Classification
- ChangeMesh=Change Mesh
- ChangeRBCorrectionBones=Change Bones Driving Root Bone Correction
- ChangeRetargetBones=Change Retarget Bones
- ChangeSkelMesh=Change Default SkeletalMesh
- ChangeViewMode=Change view mode
- Changelist=Changelist
- CharacterMorphing=Character Morphing
- CharacterSoundSetting=Character Sound Settings
- CharacterSoundSetting_Tooltip=Select the sound banks associated with character sound tracks used for editor previewing
- CheckAll=Check All
- CheckBoxListWindow_CheckAll=Select All
- CheckBoxListWindow_UncheckAll=Unselect All
- CheckBoxListWindow_UserEditsOnly=User Edits Only
- CheckForErrorsE=Check for errors...
- CheckInE=Check In...
- CheckLogWindow=\nPlease see log window for complete listing.\n
- CheckMapForErrorsE=Check map for errors...
- CheckMirrorTable=Check Mirror Table
- CheckOut=Check Out
- CheckOutDlg_AskMeLater=Ask Me Later
- CheckOutDlg_AskMeLaterToolTip=Don't ask again until this package is saved
- CheckOutDlg_CancelTooltip=Cancel Request
- CheckOutDlg_CheckOutButton=Check Out Selected
- CheckOutDlg_CheckOutTooltip=Attempt to Check Out Checked Packages
- CheckOutDlg_CheckedOutByOtherTip=Checked out by other
- CheckOutDlg_MakeWritableButton=Make Writable
- CheckOutDlg_MakeWritableTooltip=Makes selected files writiable on disk
- CheckOutDlg_MarkAsDirty=Mark as Dirty
- CheckOutDlg_MarkAsDirtyTip=Keeps the packages marked dirty so they can be saved later
- CheckOutDlg_MarkAsNotDirty=Cancel
- CheckOutDlg_MarkAsNotDirtyTip=Not saving these packages will result in slow startup times
- CheckOutDlg_MaterialDependencyChangeMessage=The following packages contain materials that were automatically updated due to parent\nMaterial or Material Function changes. Please resave and submit to ensure fast load times.
- CheckOutDlg_MaterialDependencyTitle=Updating Changed Materials
- CheckOutDlg_Message=Select the objects that you wish you check out.
- CheckOutDlg_NotCheckedOutTip=Not checked out
- CheckOutDlg_NotCurrentTip=Not at head revision
- CheckOutDlg_Reconnect=Reconnect
- CheckOutDlg_ReconnectTooltip=Reconnect to source control
- CheckOutDlg_ResaveAndCheckin=Resave and Submit
- CheckOutDlg_ResaveAndCheckinTip=Saves locally and submits to source control
- CheckOutDlg_Title=Check Out Objects From Source Control?
- CheckingForUnnecessaryPathNodes=Checking for unnecessary PathNodes
- CheckingMap=Checking map
- CheckoutAssetsQ=Checkout Assets?
- CheckoutPerforce='`~' is marked read only. -Should I try to check it out of Perforce?
- ChooseADirectory=Choose A Directory
- ChooseAnimSlot=Choose Anim Slot
- ChooseAppendSet=Choose AnimSet to Append
- ChooseFont=Choose Font
- ChooseFracturedMesh=Choose Fractured Mesh
- ChooseLODLevel=Choose LOD Level
- ChooseNewSourceDirectory=Select New Source Directory
- ChooseNotifyType=Choose Notify Type
- ChooseParentNode=Choose Parent Node
- ChooseProjectDirectory=Select Project Directory
- ChooseProperty=Choose Property
- ChooseToggleAction=Choose Toggle Action
- ChooseUVIndex=Choose UV Index To Generate For
- Choppingizing=Choppingizing
- ChunkOptions=Chunk Options
- ChunkSelection=Chunk Selection
- ChunkShape=Chunk Shape
- Cinema=Cinema
- CinemaBlendAnimChangeAnim=Change Animation
- CinemaBlendAnimChangeSubtrack=Switch Subtrack
- CinemaCopyKeys=Copy Selected Keys
- CinemaDumpFrames=Render scene to frames
- CinemaEnableChildBone=Enable Child Bone
- CinemaGroupSpawnedActor=Other DSA
- CinemaGroupSpawnedAnimatedCamera=Animated Camera DSA Group
- CinemaGroupSpawnedCamera=Camera DSA Group
- CinemaGroupSpawnedEmitter=Emitter DSA Group
- CinemaGroupSpawnedLight=Light DSA Group
- CinemaGroupSpawnedPawn=Character DSA Group
- CinemaGroupSpawnedSkel=Skeletal DSA Group
- CinemaGroupSpawnedStatic=Static DSA Group
- CinemaGuides=Guides
- CinemaOutputToMovie=Render scene to AVI
- CinemaPasteKeys=Paste Selected Keys
- CinemaPreviewMirrored=Mirrored Preview
- CinemaPreviewOnConsole=Preview this Cinema sequence on your %s
- CinemaPreviewPhysics=Preview Physics Simulation
- CinemaRecordPhysics=Record Physics Data
- CinemaRotation=Ignore Rotation
- CinemaRotationOffset=Ignore Offset Rotation
- CinemaScreenshotFolder=Open the screenshots folder
- AnimSetToGroups=Add Selected AnimSet from Content Browser to all Skeletal and Camera Groups
- CinemaSetImportedStartFrame=Set Imported Start Frame
- CinemaSnapTo=Snap To
- CinemaSwitchKeyVisibility=Switch Visibility
- CinemaTimeCode=Frame Label Style
- CinemaTimeCodeFrames=Frames
- CinemaTimeCodeMinutesSeconds=Minutes:Seconds
- CinemaTimeCodeMinutesSecondsFrames=Minutes:Seconds:Frames
- CinemaTrimAnimEnd=Trim Animation End
- CinemaTrimAnimStart=Trim Animation Start
- CinemaSplitAnim=Split Animation
- CinemaVersion=Cinema Version
- CinemaZoomToScrub=Zoom Relative to the Time Slider
- Cinema_Launch_Setup=Cinema Launch Setup
- Class=Class
- CleanBSPMaterials=Clean BSP Materials
- CleanBSPMaterialsReportF=Cleared `~ BSP material references. -Check log window for further details.
- CleanUpKismet=Cleanup Kismet
- CleaningUpE=Cleaning up...
- ClearFaceVariationAssignments=Clear Face Variation Assignments
- ClearForcedPaths=Clear Forced Paths
- ClearGroupLookup=Clear Transform Lookup Group
- ClearGroupLookup_F=Clear Transform Lookup Group (`~)
- ClearIgnore=Clear light ignore list
- ClearKismetBreakpoints=Clear All Breakpoints
- ClearLinksFromCoverGroup=CoverGroup: Clear Links
- ClearNavPointsFromRoute=Route: Clear NavPoints
- ClearObjectVars=Clear Object Variable(s)
- ClearPBMaterialFaceAssignments=Clear Material Face Assignments
- ClearPreviews=Clear Previews
- ClearProscribedPaths=Clear Proscribed Paths
- ClearQ=Clear
- ClearStreamingBounds=Clear Streaming Bounds
- ClearStreamingVolumes=Clear Streaming Volumes
- ClickToMoveBehind=Click to move the selected white strip behind the blue strip.
- ClickToMoveInFront=Click to move the selected white strip in front of the blue strip.
- ClickToSelectSortStrip=Click the mesh to select the strip for which you wish to change the drawing order.
- ClimbUp=Climb Up
- ClipPadSaveAs="Save To Clip Pad"
- ClipPadSelect="Paste From Clip Pad"
- CloneBrowser=Clone Browser
- Close=Close
- ClothBoneEditor=Cloth Bone Editor
- ClothEditor= Cloth Editor
- ClothEditorCaption_F=Cloth Setup: %s
- Cluster=Cluster
- ClusterSounds=Cluster Sounds
- ClusterSoundsWithAttenuation=Cluster Sounds With Attenuation
- CollapseAll=Collapse all
- CollapseAllCategories=Collapse All Categories
- CollectionHelper_AddAssetsFailed=Collection Helper failed to add assets to collection `~.
- CollectionHelper_ClearCollectionFailed=Collection Helper failed to destroy collection `~.
- CollectionHelper_CreateCollectionFailed=Collection Helper failed to create collection `~.
- CollectionHelper_NotInitialized=Collection Helper is not initialized.
- CollectionHelper_QueryCollectionFailed=Collection Helper failed to query assets for collection `~.
- CollectionHelper_ReadOnly=Collection Helper unable to access database.
- CollectionHelper_RemoveAssetsFailed=Collection Helper failed to remove assets from collection `~.
- CollectionHelper_SetCollectionClearFailed=Collection Helper failed to clear assets for collection `~.
- Collision=Collision
- CollisionGeometry=Collision Geometry
- CollisionModes=Collision Modes
- CollisionSF=Collision\tC
- ColorPicker_Title=Select a Color
- ColorScale=Color Scale
- CommentText=Comment Text:
- CommentToBack=Move Comment To Back
- CommentToFront=Move Comment To Front
- CommentsNames=Comments/Names
- CompareAnimFrames=Compare Animation Frames
- CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
- ComplexPathOptions=Complex Options
- ComponentMenu=Component
- ComponentName=Component Name
- Compress=Compress
- CompressedAnimSeq_F=AnimSequence compressed successfully\nUncompressed size: %7.2fK\nPrevious size: %7.2fK New size: %7.2fK Saving: %7.2fK\nCompression ratio: %7.2f:1
- CompressedAnimSet_F=Compressed AnimSet\nUncompressed size: %7.2fMB\nPrevious size: %7.2fMB New size: %7.2fMB Saving: %7.2fMB\nCompression ratio: %7.2MB:1
- CompressingLightMapsF=(`~) compressing mip (`~ of `~)
- CompressingTexture=Compressing `~ mip (`~ of `~)
- CompressionAlgorithms=Compression Algorithms
- CompressionPercent=Compression Percent
- ConfirmBreakAllLinks=Are you sure you want to break all links?
- ConfirmClearStreamingVolumesDlgMsg=Are you sure you want to clear streaming volumes?
- ConfirmClosingWithMissingNodes=There are unlinked nodes. They will be lost. Are you sure you want to close?
- ConnectToFunctionOutput=Connect to Function Output "`~"
- ConnectToMaterialInput=Connect to "`~"
- ConsolidateAssetsCriticalFailureDlg_Msg=CRITICAL FAILURE:\nOne or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.\n\nAffected Assets:\n`~\n\nPotentially Affected Packages:\n`~
- ConsolidateAssetsCriticalFailureDlg_Title=Critical Failure to Consolidate Assets
- ConsolidateAssetsFailureDlg_Msg=The assets below were unable to be consolidated. This is likely because they are referenced by the object to consolidate to.\n\n
- ConsolidateAssetsFailureDlg_Title=Failed to Consolidate Assets
- ConsolidateAssetsRootSetDlg_Msg=The assets below were in the root set and we must remove that flag in order to proceed. -Being in the root set means that this was loaded at startup and is meant to remain in memory during gameplay. -For most assets this should be fine. -If, for some reason, there is an error, you will be notified. -Would you like to remove this flag?\n\n
- ConsolidateAssetsRootSetDlg_Title=Root Set Objects Detected
- ConsolidateAssetsUpdate_CheckAssetValidity=Determining Validity of Assets...
- ConsolidateAssetsUpdate_Consolidating=Consolidating Assets...
- ConsolidateAssetsUpdate_DeletingObjects=Deleting Assets...
- ConsolidateAssetsUpdate_FindingReferences=Finding Asset References...
- ConsolidateAssetsUpdate_ReplacingReferences=Replacing Asset References...
- ConsolidateAssetsUpdate_RootSetCheck=Checking Assets for Root Set...
- ConsolidateWindow_Title=Consolidate Assets
- Constant=Constant
- ConstraintsSF=Constraints
- Containing=Containing
- Content=Content
- ContentBrowserContext_ResimplifyMesh=Resimplify Mesh...
- ContentBrowserContext_SimplifyMesh=Simplify Mesh...
- ContentBrowser_AutoLoadPackages_Add=Add to auto load startup list
- ContentBrowser_AutoLoadPackages_Clear=Clear auto load startup list
- ContentBrowser_AutoLoadPackages_Remove=Remove from auto load startup list
- ContentBrowser_AutoLoadPackages_Toggle=Toggle states in auto load startup list
- ContentBrowser_Caption_ToolTip=Show the content browser
- ContentBrowser_OpenPackageDialogCaption=Open Package File
- ContentBrowser_PackageTreeContext_RemoveFromFolder=Remove From Folder...
- ContentBrowser_SetMaterialPreviewBackgroundColor=Set Material Preview Background Color...
- ContentBrowser_SetTranslucentMaterialPreviewBackgroundColor=Set Translucent Material Preview Background Color...
- ContentBrowser_ToolTip=Show the content browser
- ContentBrowser_ViewMenu=Content
- Continue=Continue
- ContinueQ=Continue?
- ContinueRealtimeDebugging=Continue (Alt+F8)
- ContinueWithBuildAllQ=These levels will not be rebuilt; also, leaving them hidden may invalidate what is built in other levels. -Continue with build?
- ConvertBoxCollision=Convert Boxes to Convex
- ConvertBoxCollisionFailedPrompt=Failed to convert box collision to convex
- ConvertBoxCollisionPrompt=Are you sure you want to convert all box collision?
- ConvertCollisionModelToBrush=Convert Collision Model To Brush
- ConvertFSMAToStaticMesh=Convert Fractured to StaticMeshActor
- ConvertFoliageToStaticMesh=Convert InteractiveFoliageActor to StaticMeshActor
- ConvertKActorToMover=Convert KActors to Mover
- ConvertKActorToStaticMesh=Convert KActor to StaticMeshActor
- ConvertLights=Convert Light
- ConvertLightsToDominant=Convert to Dominant
- ConvertLightsToMovable=Convert to Movable
- ConvertLightsToToggleable=Convert to Toggleable
- ConvertMenu=Convert
- ConvertMeshes=Convert Meshes
- ConvertMoverToKActor=Convert Mover To KActor
- ConvertMoverToStaticMesh=Convert Mover To StaticMeshActor
- ConvertProcBuilding=Convert to ProcBuilding
- ConvertSkeletalMesh=Convert Skeletal Mesh
- ConvertSkeletalMeshKismetRefSkipped=Skipped converting `~ because it is referenced by Kismet.
- ConvertStaticMesh=Convert to Static Mesh
- ConvertStaticMeshToFSMA=Convert StaticMeshActor To Fractured
- ConvertStaticMeshToFoliage=Convert StaticMeshActor To InteractiveFoliageActor
- ConvertStaticMeshToKActor=Convert StaticMeshActor To KActor
- ConvertStaticMeshToMover=Convert StaticMeshActor To Mover
- ConvertStaticMeshToNavMesh=Convert StaticMeshActor To NavMesh
- ConvertStaticMeshToNavMesh_NoMeshAssignedToStaticMeshActor=Cannot convert the selected mesh '`~' to a NavMesh because it doesn't have a StaticMesh assigned.
- ConvertStaticMeshToStaticMeshBasedOnExtremeContent=Convert StaticMeshActor To SM Based on ExtremeContent
- ConvertTerrainE=Convert All Terrains to Landscapes
- ConvertToAdd=Convert To Add
- ConvertToBallAndSocket=Convert To Ball And Socket
- ConvertToBlendAnimTrack=Convert to BlendAnim Track
- ConvertToBlockingVolume=Convert To Blocking Volume
- ConvertToClamp=Convert To Clamp
- ConvertToConstant=Convert To Constant
- ConvertToCubemap=Convert to Cubemap...
- ConvertToDiv=Convert To Divide
- ConvertToHinge=Convert To Hinge
- ConvertToMul=Convert To Multiply
- ConvertToPanoramic=Convert to Panoramic image...
- ConvertToParameter=Convert To Parameter
- ConvertToPrismatic=Convert To Prismatic
- ConvertToSeeded=Convert to seeded modules
- ConvertToSkeletal=Convert To Skeletal
- ConvertToSub=Convert To Subtract
- ConvertToTextureObject=Convert To Texture Object
- ConvertToVolume=Convert To Volume
- ConvertingLights=Converting Lights
- ConvertingPVRTextures=Converting texture `~ of `~ (`~) to PVRTC
- ConvertingSkeletalMeshes=Converting Skeletal Meshes
- ConvexDecomposition=Convex Decomposition
- CookingSound=Cooking Sound
- CookingSoundf=Cooking Sound `~ of `~ (`~)
- Copy=Copy
- CopyA=Copy\tCtrl C
- CopyBoneNameToClipBoard=Copy Bone Name Selection To Clipboard
- CopyBoneNamesToClipboard=Copy Bone Names To Clipboard
- CopyConnections=Copy Connections
- CopyConstraint=Copy Constraint
- CopyGroup=Copy Group
- CopyJointSettingsToAll=Copy Joint Settings To All
- CopyMirrorTableFromMesh=Copy Mirror Table From Selected SkelMesh
- CopyMirrorTableToClipboard=Copy Mirror Table To Clipboard
- CopyModule=Copy Module
- CopyNotifies=Copy Notifies
- CopyPasteAnimSet=Copy and Paste Between Anim Sets
- CopyPropertiesTo=Copy Properties To.. [C]
- CopyReference=Copy Reference\tCtrl+C
- CopySelectedActorsInNonCurrentLevel=Some selected actors are not in the current level and will not be copied.
- CopySequence=Copy Sequence(s) to selected or current AnimSet
- CopySequenceName=Copy Sequence Name To Clipboard
- CopySequenceNameList=Copy Sequence Name List To Clipboard
- PrefabSequenceRenameError=Renaming the Prefabs sequence is not allowed.
- CopySockets=Copy Sockets
- CopySocketsA=Copy Sockets\tCtrl C
- CopyToAllJoints=Copy Joint Settings To All Joints
- CopyToAllJointsWarning=This will set all joints in the PhysicsAsset to the same settings as the selected one.\nAre you sure?
- CopyToClipboard=Copy To Clipboard
- CopyAllToClipboard=Copy All to Clipboard
- CopySelectedToClipboard=Copy Selected to Clipboard
- CopyTrack=Copy Track
- CopyTrack=Copy Track
- CopyTranslationBoneNames=Copy TranslationBoneNames to Selected AnimSets
- CopyWeightedBoneNamesToClipboard=Copy Weighted Bone Names To Clipboard
- Core=Core
- CouldNotCreateAnyCues=Could not create any Sound Cues. -Sound Nodes can only be clustered if they have a common name delimited by a number.
- CouldNotCreateTheFollowingCuesNamesInUse=Couldn't create the following cues because their names are already in use:
- Cover=Cover
- Coverslip=Cover Slip
- Create=Create
- CreateACopy=Create a Copy...
- CreateANewObject=Create A New Object
- CreateBodyForAllBones=Create Body For All Bones
- CreateCameraActorAtCurrentCameraLocation=Create DSA Camera Actor at Current Camera Location
- CreateClassMoveInfo=Create Class Relocation Info
- CreateCompoundExpression=Create compound expression
- CreateCubemapAssetFromActor=Create Cubemap asset from Capture Actor
- CreateFunctionFromSelection=Create material function from selection
- CreateGroupTab_Caption=Group Tab Name:
- CreateGroupTab_Title=Create Group Tab
- CreateHipshiftingPreset=Create Hipshifting Preset
- CreateImageInputE=Create Substance Image Input
- CreateInstanceE=Create New Substance Graph Instance
- CreateJoints=Create Joints
- CreateMICsForActors=Create MIC Destination For Selected Actors
- CreateMaterialInstanceConstant=Create New InstanceConstant
- CreateMaterialInstanceTimeVarying=Create New InstanceTimeVarying
- CreateNewEntryFromCurrentSelection=Create New Entry From Current Selection
- CreateNewEvent_F=Create New `~ Event
- CreateNewGroupTab=Create New Group Tab...
- CreateNewMaterial=Create New Material
- CreateNewMaterialInstanceConstant=Create New Material Instance Constant
- CreateNewMaterialInstanceTimeVarying=Create New Material Instance Time Varying
- CreateNewPhysicsAsset=Create New Physics Asset
- CreateNewSequence=Create New Sequence
- CreateNewVar_F=Create New `~ Variable
- CreatePresetParticleEmitter=Create Preset Particle Emitter
- CreateSeqObj=New Sequence Object
- CreateSeqObj_Category=Category
- CreateSeqObj_Name=Name
- CreateSeqObj_Type=Type
- CreateStaticTextureE=Create Static Texture...
- CreateTab=Create Tab
- CreateValidStageMarkGroup=Would you like to create new group for stage mark? You need to connect valid actor to it.
- CreatedNCues=Created `~ cues.
- CreatingNewMeshSections=Creating New Mesh Sections
- CreatingStaticMeshE=Creating static mesh...
- CropAnimationKey=Crop Animation Key
- CropBeginningFrames=Crop Beginning Frames
- CropEndFrames=Crop End Frames
- CtrlPointColor=Control Point Color
- CtrlVertColor=Control Vertex Color
- Current=Current
- CurrentLevel=Current Level
- CurrentSequence=Current Sequence
- Curve=Curve
- CurveAuto=Curve (Auto)
- CurveAutoClamped=Curve (Auto/Clamped)
- CurveBreak=Curve (Break)
- CurveEdPresetCaption=CurveEd Preset Selection `~
- CurveEdPreset_CurveName=Curve
- CurveEdPreset_EndValue=End Value
- CurveEdPreset_Frequency=Frequency
- CurveEdPreset_HighValue=High Value
- CurveEdPreset_InvalidSetting=Invalid setting on preset for\n`~
- CurveEdPreset_LowValue=Low Value
- CurveEdPreset_NumSamples=# Samples
- CurveEdPreset_Scale=Scale
- CurveEdPreset_StartValue=Start Value
- CurveEdPreset_X2_Red2_X Min=X2/Red2/X Min
- CurveEdPreset_X_Red_X Max=X/Red/X Max
- CurveEdPreset_Y2_Green2_Y Min=Y2/Green2/Y Min
- CurveEdPreset_Y_Green_Y Max=Y/Green/Y Max
- CurveEdPreset_Z2_Blue2_Z Min=Z2/Blue2/Z Min
- CurveEdPreset_Z_Blue_Z Max=Z/Blue/Z Max
- CurveEd_CurveLabelContext_UpgradeInterpMethod=Upgrade Curve Tangents
- CurveEd_KeyContext_DeleteSelected=Delete
- CurveEd_TabComboBox_Desc=Use this to filter curves such that only the selected tab set of curves is visible.
- CurveEd_ToolBar_FitViewToAll=Fit View To All
- CurveEd_ToolBar_FitViewToSelected=Fit View To Selected
- CurveEd_ToolBar_ShowAllCurveTangents=Show All Curve Tangents
- CurveEdit=Curve Edit
- CurveEditor=Curve Editor
- CurveEditorCaption_F=Unreal Curve Editor: `~
- CurveTabCreate=Create Curve Tab
- CurveTabDelete=Delete Curve Tab
- CurveUser=Curve (User)
- CurvesMenu=Curves
- Custom=Custom
- CustomLighting=Custom Lighting
- CustomLightingDiffuse=Custom Lighting Diffuse
- CustomRefsTooltip="Custom Depth"
- Cut=Cut
- CutA=Cut\tCtrl X
- CutConnections=Cut Connections
- CutGroup=Cut Group
- CutToGroup=Cut To Group
- CutTrack=Cut Track
- DEU=German (DEU)
- DamageRegions=Damage Regions
- Debug=Debug
- DebugMenu_LoadUserSettings=Load User Settings
- DebugMenu_SaveUserSettings=Save User Settings
- DebugMenu_TestAutoSave=AutoSave
- DebugMenu_TestCrashCatcher=Crash
- DebugMenu_TestGarbageCollection=GC
- DebugMenu_ToggleSystemBeep=System Beeps (TECH 3234)
- DecalInfoSF=Decal Info
- Decals=Decals
- DecalsSF=Decals\tE
- Default=Default
- DefaultMaterialE=Create Material
- DefaultShowFlags=Default Show Flags
- DefaultSkelMeshNotFound=AnimSequence `~ doesn't have a default skeleletal mesh set. Aborting conversion to additive animation.
- DefaultTabCannotBeDeleted=Default tab can not be deleted!
- Defaults=Defaults
- DefiningPaths=Defining Paths
- Deintersect=Deintersect
- DeintersectingBrushWithWorld=Deintersecting brush with world
- Delete=Delete
- DeleteA=Delete
- DeleteActors=Delete Actors
- DeleteAll=Delete All
- DeleteBody=Delete Body
- DeleteBodyBelow=Delete All Bodies Below..
- DeleteBoneBreaks=Delete Bone Break Vert Weightings of Selected Bones
- DeleteCoverSlots=Delete Cover Slots
- DeleteCurrentConstraint=Delete Current Constraint
- DeleteCurrentPrimitive=Delete Current Primitive [DEL]
- DeleteEmitter=Delete Emitter
- DeleteFolder=Delete Folder
- DeleteFolderAndGroup=Delete Folder and Group
- DeleteGroup=Delete Group
- DeleteGroupTab=Delete Group Tab
- DeleteInput=Delete Input
- DeleteLayer=Delete Layer
- DeleteMirrorTable=Delete Mirror Table
- DeleteModule=Delete Module
- DeleteMorph=Delete Morph Target
- DeletePrimitive=Delete Primitive
- DeleteSection=Delete Section
- DeleteSelected=Delete Selected
- DeleteSelectedActorsGroup=Delete Selected Actors from Group
- DeleteSelectedActorsLayer=Delete Selected Actors from Layer
- DeleteSelectedClasses=Delete Selected Sound Class(es)
- DeleteSelectedItem=Delete Selected Item
- DeleteSelectedItems=Delete Selected Items
- DeleteSelectedKeys=Delete Selected Keys
- DeleteSelectedNodes=Delete Selected Node(s)
- DeleteSequence=Delete Sequence
- DeleteSequenceConfirm=Are you sure you want to deleted the selected sequence(s)?
- DeleteSkelControlChain=Delete SkelControl Chain
- DeleteSocket=Delete Socket
- DeleteSubSkel=Delete
- DeleteTrack=Delete Track
- DeleteWithReferences=Delete With References
- Deleting=Deleting
- Deletingf=Deleting (`~ of `~)
- Delta=Delta
- DemoteSplineCtrlPoint=Remove Control Point
- DensityRenderingOptions=Density Rendering Options
- Depth=Depth
- DepthMode=Depth Mode
- DepthOfFieldSF=Depth Of Field
- DeselectActors=Deselect Actors
- DeselectAllLevels=Deselect All
- DeselectLevels=Deselect Levels
- DestAndSrcSeqsMatch=Source and destination sequences are the same.
- DestAnimSequenceName=Destination sequence name:
- DestSeqAlreadyContainsMetadataMergeQ=The destination sequence already contains `~ metadata. -Delete these before copying?
- DestSeqAlreadyContainsNotifiesMergeQ=The destination sequence already contains `~ notifies. -Delete these before copying?
- DestSeqNotFoundF=Destination sequence named '`~' not found.
- Destroyable=Destroyable
- DestroyableChunks=Destroyable Chunks
- Detach=Detach
- DetachSelectedMesh=Detach
- DetailLighting=Detail Lighting
- DetailMode=Detail Mode
- Diffuse=Diffuse
- DirectRefsTooltip="Directly Referenced Only"
- DirectorGroup=Director Group
- DirtyPackageDialog_Cancel=Cancel
- DirtyPackageDialog_Cancel_Tooltip=Cancel all saving and return to the Unreal Editor
- DirtyPackageDialog_Message=These packages have been changed and need to be saved.\nPackages that are not fully loaded will be fully loaded as a result of the save.\nSelect the packages you would like to save.
- DirtyPackageDialog_SaveNone=Don't Save
- DirtyPackageDialog_SaveNone_Tooltip=Do not save any files
- DirtyPackageDialog_SaveSelected=Save Selected
- DirtyPackageDialog_SaveSelected_Tooltip=Fully load and save the selected packages
- DirtyPackageDialog_Title=Save Changes
- Disable=Disable
- DisableCollision=DISABLE COLLISION...
- DisableCollisionWith=Disable Collision With...
- DisableSceneOffsetAfterCurrentTime=Disable Gameplay Scene Offset After Current Time
- DismembermentPreset=Character Dismemberment Preset
- DismembermentRegions=Dismemberment Regions
- Distortion=Distortion
- DlgBindHotkeys_Title=Configure Keyboard Shortcuts
- DlgBuildProgressTitle=Building Map...
- DlgCaptionAttachmentActorNames=Attach to actor:
- DlgCaptionAttachmentBoneNames=Attach to bone:
- DlgCaptionAttachmentChildBoneNames=Child Attach Bone:
- DlgCaptionCinemaAVIRenderHeight=Height
- DlgCaptionCinemaAVIRenderPreset=Preset AVI Render Spec
- DlgCaptionCinemaAVIRenderWidth=Width
- DlgCaptionCinemaAnimation=Animation:
- DlgCaptionCinemaAttachmentGroupNames=Attach to group:
- DlgCaptionCinemaClothAction=Cloth Action:
- DlgCaptionCinemaHideMaterials=Material Slot Key:
- DlgCaptionCinemaNewStartFrame=New Imported Start Frame
- DlgCaptionCinemaNewTimeInFrames=New Time (In Frames)
- DlgCaptionCinemaSetAttachOfsLoc=Relative Location Offsets
- DlgCaptionCinemaSetAttachOfsPitch=Pitch
- DlgCaptionCinemaSetAttachOfsRoll=Roll
- DlgCaptionCinemaSetAttachOfsRot=Relative Rotation Offsets
- DlgCaptionCinemaSetAttachOfsX=X
- DlgCaptionCinemaSetAttachOfsY=Y
- DlgCaptionCinemaSetAttachOfsYaw=Yaw
- DlgCaptionCinemaSetAttachOfsZ=Z
- DlgCaptionCinemaSetForcedLod=Forced LOD Model ( 1 for default)
- DlgCaptionCinemaTrack=Subtrack:
- DlgCaptionCinemaTranslateSceneXOffset=X Offset
- DlgCaptionCinemaTranslateSceneYOffset=Y Offset
- DlgCaptionCinemaTranslateSceneZOffset=Z Offset
- DlgCaptionGroupName=Group Name
- DlgCaptionIKAttachNames=Attach Point:
- DlgCaptionIKAttachTypes=Attach Type:
- DlgCaptionIKStrategyType=IK Strategy Type:
- DlgCaptionIKTargetGroupNames=Target Group:
- DlgCaptionIKUseTargetRotation=Use Target Rotation
- DlgCaptionMixerState=Mixer State
- DlgCaptionSelectActor=Select Actor
- DlgCaptionShotLabel=Shot Label
- DlgDSAChangeWarningCheckBoxLabel=Don't show this message again.
- DlgDSAChangeWarningMessage=Making changes to a Cinema spawned actor (DSA) from the Actor Properties\nwindow will not actually affect the actor. -Changes must be made to the\nactor factory in Track Properties.
- DlgDSAChangeWarningTitle=Notice
- DlgGeometryToolsTitle=Geometry Tools
- DlgInterpEditorFullInterval=Full Interval:
- DlgInterpEditorIntervalEnd=Interval End:
- DlgInterpEditorIntervalStart=Interval Start:
- DlgInterpEditorKeyReductionTitle=Key Reduction Options
- DlgInterpEditorKeyReductionTolerancePercent=Tolerance (percent):
- DlgInterpEditorNormalizeVelocityTitle=Normalize Velocity
- DlgIssueReporterDescription=Description
- DlgListCinemaAVIRenderPreset=Custom
- DlgListCinemaAVIRenderPresetCustom=Custom
- DlgListCinemaAVIRenderPresetHD=HD (16:9) (1280:720)
- DlgListCinemaAVIRenderPresetHDHalf=HD Half (16:9) (640x360)
- DlgListCinemaAVIRenderPresetHDLarge=HD (16:9) (1920x1080)
- DlgListCinemaAVIRenderPresetSD=SD (4:3) (640x480)
- DlgListCinemaAVIRenderPresetSDHalf=SD Half (4:3) (320x240)
- DlgListCinemaAVIRenderPresetSDLarge=SD Large (4:3) (1024x768)
- DlgProgressTitle=Please Wait...
- DlgSoundNodeWaveOptions=Compression Preview Window
- DlgStaticMeshToolsTitle=Static Mesh Tools
- DlgTipOfTheDay_HelpText_TipOfTheDay=Shows the tip of the day dialog.
- DlgTipOfTheDay_NextTip=Next Tip
- DlgTipOfTheDay_ShowTipsAtStartup=Show tips at startup
- DlgTipOfTheDay_TipOfTheDay=Tip of the Day
- DlgTipOfTheDay_Title=Tip of the Day
- DlgTitleAddToSuperGroup=Add to Super Group
- DlgTitleCinemaAVIRender=AVI Render
- DlgTitleCinemaBackgroundMusicSettings=Background Music Settings
- DlgTitleCinemaBlendAnimChangeAnim=Change Animation
- DlgTitleCinemaCharacterSoundSettings=Character Sound Settings
- DlgTitleCinemaHideMaterials=Hide Materials
- DlgTitleCinemaNewAttachmentKey=Attachment Properties
- DlgTitleCinemaNewBlendAnimKey=New Blend Animation
- DlgTitleCinemaNewCameraAnimKey=New Camera Animation
- DlgTitleCinemaNewClothKey=New Cloth Key
- DlgTitleCinemaNewIKKey=IKTrack Targets Properties
- DlgTitleCinemaNewImportedStartFrame=New Imported Start Frame
- DlgTitleCinemaNewTimeInFrames=New Time (In Frames)
- DlgTitleCinemaRenderSettings=Render Settings
- DlgTitleCinemaSetForcedLod=Set Forced LOD Model
- DlgTitleCinemaTranslateScene=Translate Scene
- DlgTitleNewShotLabel=New Shot Label
- DlgTitleNewStaticActorAttachment=New Actor Attachment
- DlgTitleNewSuperGroup=New Super Group
- DlgTitleSelectActor=Select Actor
- DlgTitleSetEditorMixerState=Set Current Editor Mixer State
- DoContinueSaveWithBadArt=\nArt asset errors have been detected, please see the log window for more information.\n\nWould you like to continue the save?\n
- Docked=Docked
- Docking=Docking
- DominantWeight=Dominant Weight
- DoubleSidedShadowTriangles_F=Double Sided Shadow Triangles: -`~
- Drag3DCurveHandle=Drag 3D Curve Handle
- Drag3DTrajectoryHandle=Drag 3D Trajectory Handle
- DragDropContextMenu_DropApplyMaterialToActor=Apply Drop as Material to Actor
- DragDropContextMenu_DropApplyMaterialToSurface=Apply Drop as Material to Surface
- DragDropContextMenu_DropApplyRulesetToProcBuildingActor=Apply Drop as Ruleset to ProcBuilding Actor
- DragDropContextMenu_DropAsPrefabInstance=Drop as Prefab Instance
- DragDropContextMenu_DropReplaceSelected=Replace Selected Actors with Actors
- DragDrop_Error_PrefabNotPlaceable=Cannot drop asset as prefab instance as it contains no placeable objects!
- DragDrop_Transaction_ApplyMaterialToActor=Apply Material to Actor
- DragDrop_Transaction_ApplyMaterialToSurface=Apply Material to Surface
- DragDrop_Transaction_ApplyRulesetToProcBuildingActor=Apply Ruleset to ProcBuilding Actor
- DragGrid=Drag Grid
- DrawGroundBox=Draw Ground Box
- DropTarget_UndoReplaceActor=Replace Actor With Asset (Drag and Drop)
- DropTarget_UndoSetActorMaterial=Assign Material (Drag and Drop)
- DropTarget_UndoSetBSPMaterial=Assign Material (Drag and Drop)
- DumpSequenceDataToFile=Dump Sequence Data To File
- Duplicate=Duplicate
- DuplicateA=Duplicate\tCtrl+D
- DuplicateActors=Duplicate Actors
- DuplicateCurrentPrimitive=Duplicate Current Primitive
- DuplicateEmitter=Duplicate Emitter
- DuplicateFromHigher=Duplicate next higher LOD
- DuplicateFromHighest=Duplicate highest LOD
- DuplicateGroup=Duplicate Group
- DuplicateSelectedItem=Duplicate Selected Item\tCtrl+W
- DuplicateSelectedItems=Duplicate Selected Items\tCtrl+W
- DuplicateSelectedKeys=Duplicate Selected Keys
- DuplicateShareEmitter=Duplicate + Share Emitter
- DuplicateWithReferences=Duplicate With References
- DynLightComplexity=Dynamic Light Complexity
- DynShadowComplexity=Dynamic Shadow Complexity
- DynamicShadowsSF=Dynamic Shadows
- E&xit=E&xit
- ESM=Latin American Spanish (ESM)
- ESN=European Spanish (ESN)
- Edge=Edge
- Edit=Edit
- EditAttachmentLabel = Edit Attachment
- EditBodyProperties=Edit Body Properties
- EditComment=Change Comment
- EditConstraintProperties=Edit Constraint Properties
- EditIKTrackTargets=Edit IK Track Targets
- EditInlineNewAreYouSure=This operation will destroy any exiting object(s). -Are you sure?
- EditLinkedObj=Edit LinkedObj
- EditNodesE=Edit Nodes...
- EditNotify=Edit Notify
- EditPlayWorldURLDlg_PlayUsingURL=Play
- EditPlayWorldURLDlg_Save=Save Settings
- EditPlayWorldURLDlg_Title=Launch Options
- EditPlayWorldURLDlg_URLLabel=Commandline
- EditPlayWorldURL_MapNameError=The map name of a PIE commandline cannot be different from the loaded map. -The map name will be reset.
- EditPlayWorldURL_MapNameErrorTitle=Map Name Error
- EditProperties=Edit Properties
- EditSplineInVal=Edit Min/Max of Spline's InVals
- EditingDisabledWhenMirrored=Editing active skeleton properties disabled while mirrored
- EditingDisabledWhenMirrored_Cinema=No Edit (mirrored)
- EditorCascade=Editor (Cascade)
- EditorFrame_AutoApexReimport_Alert=Apex Asset Automatic Reimport
- EditorFrame_AutoTextureReimport=`~ reimported from `~
- EditorFrame_AutoTextureReimport_Alert=Texture Automatic Reimport
- EditorFrame_Tools_WidgetSettings=Widget Settings
- EditorLanguageChangeDlg_Title=Editor Language Change
- EditorLanguageChangeDlg_Warning=Language change will not go into effect until the editor is restarted.
- EditorLensFlare=LensFlare Editor
- EditorLighting=Lit Previs
- EditorModeButtonBar_MeshPaint=Mesh Paint Mode | Shift+6
- EditorMode_Mobile=Mobile
- EditorMode_UDK=UDK
- EditorPreferences=Editor Preferences
- EditorPreferences_RenderMode=Switch Renderer
- EditorPreferences_RenderMode_DX11=DirectX 11
- EditorPreferences_RenderMode_DX9=DirectX 9
- Effects=Effects
- ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'.
- Emissive=Emissive
- Emitter=Emitter
- EmitterAutoPopulate=Auto populate
- EmitterDeleteCollapsed=Can not delete a collapsed emitter.\nExpand it and then delete.
- EmitterDeleteConfirm=Emitter state is different in other LOD levels.\nAre you sure you want to delete it?
- EmitterPopupMenu=Emitter Options
- EmitterReset=Reset
- EmitterSF=Debug Emitter
- EmptyBodyFound=Bodies was found with no primitives!\nThey have been reset to have a box.
- Enable=Enable
- EnableAllEmitters=Enable All Emitters
- VisibleAllEmitters=Make All Emitters Editor Visible
- MatchVisibleToEnabled=Set Editor Visibility To Enabled State
- EnableClothAndIKPlugins=Enable Cloth and IK Plugins
- EnableCollision=ENABLE COLLISION...
- EnableCollisionWith=Enable Collision With...
- EnableExposure=Enable Exposure
- EnableModule=Enable Module
- EnableNameSuffixQ=Name Suffix?
- EnableSceneOffsetAfterCurrentTime=Enable Gameplay Scene Offset After Current Time
- SetDefaultCurveType=Set Default Curve Type
- EnableThisEmitterOnly=Enable This Emitter Only
- VisibleThisEmitterOnly=Make Only This Emitter Editor Visible
- EnableTranslucency=Enable Translucency
- EnabledQ=Enabled?
- EncodingAOMapF=Encoding AO map (`~ of `~)
- EncodingLightMapsF=Encoding light maps (`~ of `~)
- EncodingShadowMapsF=Encoding shadow maps (`~ of `~)
- EndSplineLink=End New Spline Link
- EngineVersion=Engine Version
- EnsureNotInMode=The requested operation cannot be performed in the current editor mode.
- EnterLocalizationID=Enter Localization ID:
- EnterMaterialInstanceName=Enter Material Instance Name
- EnterNewEventName=Enter New Event Name
- EnterNewName=Enter name:
- EnterScalar=Enter Scale Factor
- EnvironmentCubeMap=Environment Cubemaps (All)
- EnvironmentCubeMapSelected=Environment Cubemaps (Selected)
- Error=Error
- ErrorCheck=Error Check
- ErrorColorationSF=Error Coloration
- ErrorListItemType=Type
- Error_48=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates : `~
- Error_49=ASE Importer Warning : This object has no material reference (current texture will be applied to object).
- Error_ASEImportVertexPercentageWarning=Generated/imported vertex count ratio (`~/`~) exceeds expected percentage (`~ -expected).
- Error_ASEImporterError=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates(channel `~) : `~
- Error_ActorComponentDestroyedWithoutRemoval=Actor component destroyed without being removed from the scene: `~
- Error_ActorConversionLevelMismatch=Actor was converted into a different level.
- Error_ActorNotInSequenceLevel=Actor is not in the same Level as the Matinee's Kismet Sequence.
- Error_AnimInvalid=Invalid MK anim data!
- Error_AnimMismatch=The copied AnimSet doesn't match the track info for this AnimSet!
- Error_AnimSetCantBePlayedOnSM=AnimSet (`~) cannot be played on Skeletal Mesh (`~).
- Error_AnimSetCouldNotBePlayed=This `~ could not be played on any loaded SkeletalMesh.\nImport failed.
- Error_AnimTreeAlreadyBeingEdited=AnimTree is already being edited.
- Error_AnimTreeInvalidNodeIndex=This connection would attach an anim node to a connection other than the main child of the tree, which is not allowed.
- Error_AnimTreeLoopDetected=This connection would form a loop in your AnimTree, which is not allowed.
- Error_BodySetupWithNoPrimitives=Body Setup with No Primitives!
- Error_BoolPropertyAlreadyControlled=Already a BoolProp track controlling this property.
- Error_BrushClipViewportNotOrthographic=The focus needs to be in an orthographic viewport for brush clipping to work.
- Error_CanOnlyWeldParentChildPairs=You can only weld parent/child pairs.
- Error_CannotCreateTexture2D=Cannot create texture, dimensions must be a power of two!
- Error_CannotMoveProxy=Static Mesh Proxies cannot be moved outside of their original group.\nMove the whole group instead.
- Error_CantCreateMaterialExpressionCompound=Can't create material expression compound.
- Error_CantExportNameToFile=Can't export `~ to file `~
- Error_CantFindEditPackage=Can't find edit package '`~'
- Error_CantHaveEmptyGroupName=You must name the group.
- Error_CantMakeNewBonePhysical=You cannot make a new bone physical if it has physical children.
- Error_CantSaveMapViaCascade=Can't save map files via UnrealCascade. Not saving '`~'.
- Error_CantSaveMapViaGB=Can't save map files via the browser. Not saving '`~'.
- Error_CantSaveMapViaSplineEd=Can't save map files via Spline Editor. Not saving '%s'.
- Error_ChangeFactory=Cannot Change the Factory Type
- Error_CinemaActionMustHaveData=Cinema action must have Matinee Data attached before being edited.
- Error_CinemaAnimSeqNotFound=The selected animation sequence does not exist in loaded animsets.
- Error_CinemaExistingAnimTrack=Cannot add Blend Anim track when Anim Control track already exists.
- Error_CinemaExistingBlendAnimTrack=Cannot add Anim Control track when Blend Anim track already exists.
- Error_CinemaExistingFOVAngleTrack=Cannot add Focal Length track when a FOVAngle float property track already exists.
- Error_CinemaExistingFocalLengthTrack=Cannot add FOVAngle float property track when a Focal Length track already exists.
- Error_CinemaExistingLightColorTrack=Cannot add Light Color track when one already exists.
- Error_CinemaExistingMoveTrack=Cannot add Movement track when a Move track already exists.
- Error_CinemaExistingMovementTrack=Cannot add Move track when a Movement track already exists.
- Error_CinemaExistingScaleMITVTiming=Cannot add ScaleMITVTiming track when a ScaleMITVTiming track already exists.
- Error_CinemaFocalLengthRequiresCamera=Focal Length tracks require a camera actor.
- Error_CinemaKeyExistsAtTime=A key already existing at the new time.
- Error_CinemaLightHelperRequiresLight=Cannot add Light Color track without a Light actor.
- Error_CinemaOpenWhileModifyingKismetLinks=Modifying Matinee/Cinema related Kismet variable links while Matinee or Cinema is open can result in data corruption. Please close your Matinee or Cinema window first.
- Error_CinemaPlayerMaterialsRequiresSkeletalMeshActor=Player materials requires a skeletal mesh actor.
- Error_CinemaScaleMITVTimingRequiresCamera=Focal Length tracks require a camera actor.
- Error_CinemaScaleMITVTimingRequiresSkeletalMeshActor=MITV Scale requires a skeletal mesh actor.
- Error_CinemaSubSkeletonHasBeenDeleted=The subskeleton has been deleted for the current blend track. The current sub skeleton track will now turn into a custom set of bones. If the sub skeleton is recreated the track will return to its previous state.
- Error_CircularFunctionDependency=Can't use that material function as it would cause a circular dependency.
- Error_ClipUnableToComputeNormal=Unable to compute normal! -Try moving the clip markers further apart.
- Error_CollisionModelImportFailed=Collision model import failed due to a polygon or set of coplanar polygons with too many vertices or an unclosed collision volume. -Please correct your collision model.
- Error_ColorPropertyAlreadyControlled=Already a Color Property track controlling this property.
- Error_CouldNotBuildValidSkeleton=Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. -Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.
- Error_CouldNotCreateActor=Could not create Actor.
- Error_CouldNotCreateActor_AbstrctActorClass=NewActorClass is abstract.
- Error_CouldNotCreateActor_AlreadyADominantDirectionalLight=Can't create dominant directional light, there's already one in the level. -There can only be one dominant directional light.
- Error_CouldNotCreateActor_DeprecatedActorClass=NewActorClass is deprecated.
- Error_CouldNotCreateActor_FractureStaticMesh=Using standard static mesh factory to create a fractured static mesh is not allowed.
- Error_CouldNotCreateActor_FromAssetOnly=Could not create actor from asset.
- Error_CouldNotCreateActor_InvalidActorClass=Invalid NewActorClass.
- Error_CouldNotCreateActor_InvalidCurrentLevel=Invalid current level.
- Error_CouldNotCreateActor_InvalidWorld=Invalid world.
- Error_CouldNotCreateActor_NoArchetype=No archetype was specified.
- Error_CouldNotCreateActor_NoAssetAssigned=No valid asset was specified.
- Error_CouldNotCreateActor_NoDecalMaterial=No decal material was specified (if a material is selected, make sure 'Used With Decals' is set on it).
- Error_CouldNotCreateActor_NoDestructibleAsset=No destructible asset was specified.
- Error_CouldNotCreateActor_NoExplosionContent=No explosion content was specified.
- Error_CouldNotCreateActor_NoForceField=No force field was specified.
- Error_CouldNotCreateActor_NoInteractableMesh=No interactable mesh was specified
- Error_CouldNotCreateActor_NoLensFlare=No lens flare was specified.
- Error_CouldNotCreateActor_NoMaterial=No material was specified.
- Error_CouldNotCreateActor_NoNavigationPoints=No navigation points were found.
- Error_CouldNotCreateActor_NoParticleSystem=No particle system specified.
- Error_CouldNotCreateActor_NoPhysicsAsset=No physics asset was specified.
- Error_CouldNotCreateActor_NoRigidBodySetup=No rigid body setup on the specified static mesh.
- Error_CouldNotCreateActor_NoSkeletalMesh=No skeletal mesh was specified.
- Error_CouldNotCreateActor_NoSkellMesh=No skeletal mesh was specified.
- Error_CouldNotCreateActor_NoSoundCue=No sound cue was specified.
- Error_CouldNotCreateActor_NoSoundWave=No sound wave was specified.
- Error_CouldNotCreateActor_NoSpeedTree=No SpeedTree was specified.
- Error_CouldNotCreateActor_NoStaticMesh=No static mesh was specified.
- Error_CouldNotCreateActor_NoPrefab=No Prefab was specified.
- Error_CouldNotCreateActor_NotAnActorSubclass=NewActorClass is not a subclass of AActor.
- Error_CouldNotCreateActor_SelectedItemIsNotFogVolumeMaterial=No fog volume material was specified (if a material is selected, make sure 'Used with Fog Volumes' is set on it).
- Error_CouldNotCreateActor_StaticClass=NewActorClass is bStatic
- Error_CouldNotFindFbxTrack=Could not find needed track (`~) for this AnimSet.\nImport failed.
- Error_CouldNotFindPatchBone=Could not find bone (`~) in selected SkeletalMesh to patch animation from.\nImport failed.\nMaybe delete Track from AnimSet?
- Error_CouldNotFindTrack=Could not find needed track (`~) for this AnimSet.\nWould you like to use the selected SkeletalMesh reference pose to create the track?
- Error_Couldn'tSpawnActor=Couldn't spawn actor. Please check the log.
- Error_CouldntFindSMForAnimSet=Could not find SkeletalMesh to play this AnimSet on.
- Error_CouldntRenameLevelF=Couldn't rename '`~'. Level name already use for '`~'. Please choose a different name.\n
- Error_CouldntRenameObjectF=Couldn't rename '`~'.\n
- Error_CouldntSaveObject=Couldn't save object '%s'. Check log window for further details.
- Error_CouldntSavePackage=Couldn't save package '%s'. Check log window for further details.
- Error_CouldntSpawnPlayer=Couldn't spawn player: `~
- Error_CouldntWriteToFile=Couldn't write to file. Maybe file is read only?
- Error_CouldntWriteToFile_F=Couldn't write to file '`~'. Maybe file is read only?
- Error_DSACannotUseActorFactory=The actor factory '%s' cannot be used for Cinema dynamically spawned actors.
- Error_DirGroupMustExist=Director group must exist.
- Error_DisallowedLinkDependencies='%s' has dependencies linked from an invalid location: '%s'
- Error_DuplicateBoneName=Error, Could not import `~.\nDuplicate bone name found ('`~'). Each bone must have a unique name.
- Error_DynamicParameterModuleAlreadyPresent=A DynamicParameter module is already present.\nPlease remove it first.
- Error_ErrorOpeningAnimFile=Error opening animation file `~
- Error_ErrorReadingAnimFile=Error reading animation file `~
- Error_Error_ExpectingDigitGotCharacter=Expecting digit, got character %i
- Error_EventGeneratorModuleAlreadyPresent=An EventGenerator module is already present.\nPlease remove it first.
- Error_EventNameInUse=Sorry Event name already in use.
- Error_ExpectingDigitGotCharacter=Expecting digit, got character `~
- Error_ExportEmitterLODDiscrepancy=Cannot export emitter due to LOD Level discrepancy
- Error_ExporterNotSpecified=Exporter not specified
- Error_ExpressionAlreadyBelongsToCompound_F=%s: expression belongs to compound %s.
- Error_ExpressionCompoundsCantContainOtherCompounds_F=%s: compound expressions cannot contain other compounds.
- Error_ExpressionHasRefs=Expression has references. -Cannot delete.
- Error_ExtraInfoInAnimFile=Extra track (`~) found in animation file but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
- Error_ExtraInfoInPSA=Extra track (%s) found in PSA but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
- Error_FBXFailedImport=Error: Failed to import FBX file: %s! -Check log window for more information.
- Error_FailedCreateEditorPreviewWorld=Failed to create editor preview world.
- Error_FailedLoadingMips=Failed loading mips for texture `~
- Error_FailedToBeginTransaction="CASCADE> Failed to begin transaction "
- Error_FailedToConverToUberModule=Failed to convert to uber module
- Error_FailedToCopy=Failed to copy `~ to `~
- Error_FailedToCreateNewAnimSetAsset=Failed to create new AnimSet Asset.
- Error_FailedToCreateNewClothSet=Failed to create new MK Cloth Set Asset.
- Error_FailedToCreateNewPhysAsset=Failed to create new Physics Asset.
- Error_FailedToCreatePhysAssetFromSM=Failed to create Physics Asset '`~' from Skeletal Mesh '`~'.
- Error_FailedToEndTransaction="CASCADE> Failed to end transaction "
- Error_FailedToFindClosingComment=Failed to find closing '-/'
- Error_FailedToFindTool=FEdMode::FindTool failed to find tool `~
- Error_FailedToFindUberModule=Failed to find appropriate uber module
- Error_FailedToLoadPackage=Couldn't load package `~
- Error_FailedToMakeDirectory=Failed to make directory `~
- Error_FavoritesFileDoesNotExist=File does not exist: '`~'. It will be removed from the Favorites list.
- Error_FileDoesNotExist=File does not exist : '`~'. -It will be removed from the MRU list.
- Error_FileExtensionNotSpecified=File extension not specified
- Error_FilenameContainsSpaces=The filename you specified has one or more spaces in it. -Unreal filenames cannot contain spaces.
- Error_FilenameDisallowed=Filename '`~' is disallowed.
- Error_FilenameIsTooLongForCooking=Filename '`~' is too long; this may interfere with cooking for consoles. -Unreal filenames should be no longer than `~ characters.
- Error_FilterLeafBadLocs=FilterLeaf: Bad Locs
- Error_FinalizeNormalizationFailed=FPoly::Finalize: Normalization failed, verts=`~, size=`~
- Error_FindPropertyWindowFailed=FindPropertyWindow failed
- Error_FracturedStaticMeshInvalidStaticMesh=Couldn't set StaticMesh, the selected asset is not a FracturedStaticMesh.
- Error_GroupAlreadyAssocWithActor=There is already a Group associated with this Actor.
- Error_HighlightNonZeroLength=You must highlight a non zero length section before stretching it.
- Error_ImportFailed=Import failed. See Log Browser for details.
- Error_ImportFailed_f="Import failed for `~"
- Error_ImportTrueTypeFont_CharsFile=Both CharsFileWildcard and CharsFilePath should be either set or empty at the same time
- Error_ImportTrueTypeFont_NoFileFound=Could not find any files that matched CharsFileWildcard at CharsFilePath
- Error_InUse=`~ is in use.\n\n‚¨‚¨ \nRunning the editor with ' NoLoadStartupPackages' may help if the object is loaded at startup.\n‚¨‚¨ \n\n`~
- Error_InputNamesMustBeUnique=Function input names must be unique
- Error_InvalidActorSelectedForCameraGroupCreation=This group can only be bound to a camera actor.
- Error_InvalidActorSelectedForLookAtGroupCreation=This group can only be bound to a look at widget actor.
- Error_InvalidActorSelectedForSkeletalActorGroupCreation=This group can only be bound to a skeletal actor.
- Error_InvalidActorSelectedForStaticActorGroupCreation=This group can be bound to any actor except a camera actor.
- Error_InvalidCursorPosition=Invalid cursor position
- Error_InvalidInput=Invalid input.
- Error_InvalidMoveOfLocalizedObject=Attempting to move localized sound `~ into non localized package or package with different localization.\n
- Error_LandscapeMoveToLevel=Landscape (`~) is distributed to other levels, so it will not be moved to current level.
- Error_LensFlareEditor_CantAddBeforeSource=Unable to add before source element.
- Error_LevelImportFromExternal=Importing external sublevels is not allowed. Move the level files into the standard content directory and try again.\nAfter moving the level(s), restart the editor.
- Error_MapExtUndefined=MapExt needs to be defined in .ini!
- Error_MaterialEditorFogVolumeMaterialNotSetup=To be used with Fog Volumes the material must have an emissive input and then be marked with bUsedWithFogVolumes.
- Error_MaterialEditor_CantPreviewOnSkelMesh=Can't preview on the specified skeletal mesh because the material has not been compiled with bUsedWithSkeletalMesh.
- Error_MatineeActionMustHaveData=Matinee action must have Matinee Data attached before being edited.
- Error_MissingLBraceAfterCpptext=`~: Missing '{' after cpptext.
- Error_Modifier=Modifier (`~) : `~
- Error_ModuleCanOnlyBeUsedInEmitterOnce=A Module can only be used in each Emitter once.
- Error_MoreEmitterTypesThanSlots=ERROR!\nThere are more emitter types than available menu slots!
- Error_MoreThanOneEmitterSelected=Too many files selected. Select one Preset Emitter.
- Error_MorphImport_AlreadyExists=A MorphTarget with that name already exists.
- Error_MorphImport_CantLoadFile=Could not read the data file (`~)
- Error_MorphImport_InvalidLODIndex=Invalid LOD index. LOD indices must match the base mesh LOD indices.
- Error_MorphImport_InvalidMeshFormat=The MorphTarget mesh data was invalid
- Error_MorphImport_MismatchBaseMesh=Mismatch between the base mesh and the MorphTarget mesh.
- Error_MorphImport_MissingMorphTarget=Invalid morph target. Please select an existing morph target.
- Error_MorphImport_ReimportBaseMesh=The base mesh is missing data that is needed to support morph target blending. Please re import the base mesh.
- Error_MultipleInterpsReferToSameActor=Multiple SeqAct_Cinemas refer to the same Actor (`~) for path building.
- Error_MustSelectActorsToCreateGroup=You must have some actors selected to create a new group.
- Error_MustSelectActorsToCreateLayer=You must have some actors selected to create a new layer.
- Error_MustSelectEmitter=You must select an emitter
- Error_MustSpecifyNewAnimSetName=Must specify new AnimSet name and package.
- Error_MustSpecifyNewMorphDataName=Please specify a name for the Character Morph Data.
- Error_MustSpecifyNewMorphSetName=Must specify new MorphTargetSet name and package.
- Error_MustSpecifyNewPresetParticleEmitterName=Must specify new Preset Particle Emitter name and package.
- Error_MustSpecifyValidSeqName=Must specify valid sequence name and package.
- Error_NameAlreadyExists=Name already exists please choose a unique name for this Group.
- Error_NameDoesntExist=Super Group does not exist, please choose an existing Super Group
- Error_NewStaticMeshHasBadLightMapUVSet_F=Warning: The light map UV set for static mesh [`~] appears to have layout problems. -Either the triangle UVs are overlapping one another or the UV are out of bounds (0.0 1.0 range.)
- Error_NoActorForThisGroup=No Actor for this group
- Error_NoActorWithStaticMesh=No Actor found with a StaticMesh.
- Error_NoAnimChannelsLeft=This Actor Has No AnimControl Channels Left.
- Error_NoCameraGroupAvaliable=There are no camera groups bound to the specified camera actor.
- Error_NoEmitterSelectedForExport=No emitter selected for export
- Error_NoFilesInDirectory=No files exist in directory `~.
- Error_NoGroupActor=There is no actor associated with this group
- Error_NoLevelsForRescan=No levels found during rescan.
- Error_NoParentNode=This Actor Has No AnimControl Slots.
- Error_NoPlayIfInterpOpen=Sorry, Dave. I can't do that. You'll need to close your Cinema or Matinee window first.
- Error_NoTargetGroup=There is no target group for this track
- Error_NoTargetGroupActor=There is no actor associated with target group
- Error_NoValidActorCouldBeFound=There are no actors in the current level which can be bound to group '%s'.
- Error_NoValidGroupAvailable=No group is available for Stage Mark. Please create empty group and connect valid actor.
- Error_NotEnoughClipMarkers=You don't have enough ClipMarkers to perform this operation.
- Error_NumTrianglesInvalid=Triangles(i).NumUVs invalid for `~!
- Error_ObjectHasNoMaterialRef=Importer Warning : This object has no material reference (default texture will be applied to object).
- Error_ObjectNameAlreadyExists=An object named '`~' already exists.\n(If you renamed a Prefab there may be other objects causing the name conflict, like one of the archetypes.)\n
- Error_ObjectNameIsIllegal=The object name '`~' contains illegal characters.
- Error_ObjectNameNotSpecified=Object name not specified
- Error_OnlyAddSoundNodeWaveOnce=Can only add a particular SoundNodeWave to a SoundCue once.
- Error_OnlyOneTrackTypePerGroup=Only allowed one of this track type per group.
- Error_OperationDisallowedOnLockedLevel=The requested operation could not be completed because the level is locked.
- Error_OutputNamesMustBeUnique=Function output names must be unique
- Error_PBLoopDetected=Cannot create connection will result in a loop.
- Error_PBRulesetAlreadyBeingEdited=Ruleset is already being edited.
- Error_PIEObjectStillReferenced=Object '`~' from PIE level still referenced.\n\nShortest route from root:\n`~
- Error_PSACouldNotBePlayed=This PSA could not be played on any loaded SkeletalMesh.\nImport failed.
- Error_PackageAlreadyExists=A package named `~ already exists. -Package names must be unique.
- Error_PackageExtUndefined=PackageExt needs to be defined in .ini!
- Error_PackageFileNotSpecified=Package file not specified
- Error_PackageNameExists=A package with that name already exists. Please choose another name.
- Error_PackageStatusChanged=Package can't be checked out status has changed!
- Error_ParentAndChildAreUnlinked=CleanupNodes: Parent and child are unlinked
- Error_ParseFBXFailed="Failed to parse FBX file: `~"
- Error_PhysicalMaterialCycleInHierarchy=Setting the parent to that PhysicalMaterial would cause a cycle in the hierarchy. -It has not been set.
- Error_PhysicsAssetHasNoSkelMesh=Warning: Physics Asset has no default SkeletalMesh assigned! -For now, a simple default skeletal mesh (`~) will be used. -You should repair the DefaultSkeletalMesh using UnrealPhAT (Edit -> Change Default SkeletalMesh) before saving this asset.
- Error_PolygonsOnEdgeToTurnMustBeTriangles=The polygons on each side of the edge you want to turn must be triangles.
- Error_PropertyAlreadyControlled=Already a FloatProp track controlling this property.
- Error_ReflectionTextureDoesntMatch=The specified reflection texture doesn't match the properties of an existing reflection texture on '`~'! -All reflection textures on all image reflections must match size, texture group, format, etc. -The new reflection texture will not render correctly.
- Error_ReflectionTextureInvalid=The specified image reflection texture was not in the image based reflection texture group, which is required.
- Error_Reimport_ApexGenericAssetFactory_FileOlderThanCurrentWarning=The Physics asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_Reimport_FileOlderThanCurrentTitle=Force Import
- Error_Reimport_GfxMovieFactory_FileOlderThanCurrentWarning=The Movie asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_Reimport_SkeletalMeshFactory_FileOlderThanCurrentWarning=The Skeletal Mesh asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_Reimport_SoundFactory_FileOlderThanCurrentWarning=The Sound asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_Reimport_StaticMeshFactory_FileOlderThanCurrentWarning=The Static Mesh you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_Reimport_TextureFactory_FileOlderThanCurrentWarning=The Texture asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue?
- Error_RenameFailedGroupAlreadyExists=Group already exists; enter another name.
- Error_RenameFailedLayerAlreadyExists=Layer already exists; enter another name.
- Error_RequiresTwoSelectedVertices=Requires 2 selected vertices.
- Error_ReservedSupergroupName=The supergroup names that start and end with '<' and '>' have been reserved.
- Error_ScriptClassSizeMismatch=C++/ Script class size mismatch
- Error_SelectAnimSetForExport=Please select an AnimSet for exporting a to an `~ file.
- Error_SelectAnimSetForImport=Please select an AnimSet for importing a PSA file in to.
- Error_SelectMorphSetForImport=Please select a MorphTargetSet for importing MorphTarget(s) in to.
- Error_SelectOneActor=Please select just one Actor with a StaticMesh.
- Error_SelectedEdgeMustBelongToSelectedPoly=The edge used for splitting must be part of the selected polygon.
- Error_SelectedEdgesMustBelongToSamePoly=The selected edges must belong to the same polygon.
- Error_SelectedEmitterMustContainModule=The selected emitter must contain the selected module for deletion
- Error_SelectedVerticesMustBelongToSamePoly=The selected vertices must belong to the same polygon.
- Error_SelectedVerticesMustBelongToSelectedPoly=The vertices used for splitting must be part of the selected polygon.
- Error_SkeletalMeshHasBadChunkBoneMapping=Skeletal Mesh [`~] has bad bone mappings. -This mesh may not render properly.
- Error_SkeletalMeshHasBadSections=Skeletal Mesh [`~] has a section with no triangles. -This mesh may not render properly.
- Error_SkeletalMeshHasMissingBoneMapping=Skeletal Mesh [`~] has missing bone mappings. This mesh may not render properly.
- Error_SkeletalMeshHasMissingBoneSlots=Skeletal Mesh [`~] was unable to remap bone indices. -This mesh may not render properly.
- Error_Skip_AnimsetPatching=Do you want to skip patching of animset with missing tracks?
- Error_SoftBodyMeshNotGenerated=Could not generate soft body mesh.
- Error_SoftBodyMeshSimplifiedTooMuch=Could not generate soft body mesh because mesh simplified to zero triangle.\nTry increasing the detail level or subdivision properties.
- Error_SoftBodyNoBonesDefined=Could not generate soft body mesh because there are no bones to reference.\nYou must add bone names to SoftBodyBones or SoftBodySpecialBones
- Error_SplitInHalfVertices=FPoly::SplitInHalf: `~ Vertices
- Error_SplitWithPlaneVertexOverflow=FPoly::SplitWithPlane: Vertex overflow
- Error_StaticMeshAttach=Unable to attach to a static mesh
- Error_StaticMeshHasBadElements=Static Mesh [`~] has an element with no triangles. -This mesh may not render properly.
- Error_TriedToExecDeprecatedCmd=Tried to executed deprecated command: `~
- Error_TypeDataModuleAlreadyPresent=A TypeData module is already present.\nPlease remove it first.
- Error_UniqueModuleAlreadyPresent=Only one of this module type is allowed per emitter.
- Error_UnknownInterpolationType=Unknown Interpolation Type!
- Error_VectorPropertyAlreadyControlled=Already a VectorProp track controlling this property.
- Error_ViewportNotNULL=Viewport != NULL in FEditorLevelViewportClient destructor.
- Error_WorldGeometryMustBlock=World geometry must block actors if they have collision. Change bCollideActors if you want to turn collision off.
- EventName=Event Name:
- ExistingKeyConflict=A key already exists at this location
- ExistingLODLevel:=Existing LOD Level:
- ExistingNamedVariableInLevel_F=Existing Variable named in `~
- ExistingNamedVariableInOtherLevels=Named Variables in Other Levels
- ExistingNamedVariableInPersistentLevel=Named Variables in Persistent Level
- ExistingVarFromPMap=Existing PMap Named Var
- Exit=Exit
- ExitCinema=Exit Cinema
- ExitMatinee=Exit Matinee
- ExpandAll=Expand all
- ExpandAllCategories=Expand All Categories
- Export=Export
- ExportActorToFBX=Export (.FBX)...
- ExportAll=Export All
- ExportAllEmitters=Export all emitters to Content Browser selected systems
- ExportAllScripts=Export All Scripts
- ExportAnimTrack=Export (.FBX)
- ExportCameraAnim=Export To CameraAnim
- ExportCameraAnim_Desc=Saves the active group as a CameraAnim
- ExportCharacters=Export Unicode Ranges...
- ExportE=Export...
- ExportEmitter=Export Emitter to Content Browser selected systems
- ExportFbxAnim=Export FBX Animation...
- ExportFileE=Export to File...
- ExportMatineeAnimTrack=Export UnrealMatinee Animation Track
- ExportMatineeSequence=Export Matinee Sequence
- ExportSelectedTracksToFBX=Export Selected Groups To FBX
- ExportSequenceToPackage=Export Sequence To Package
- ExportSequence_F=Export Sequence `~
- ExportToFXA=Export to .FXA...
- Exporter=Exporter
- Exporter_Error_SourceDataUnavailable=No source data available for some objects. -See the log for details.
- Exporting=Exporting
- ExportingBrush=Exporting brush
- ExportingLevelToFBX=Exporting Level To FBX
- ExportingLevelToOBJ=Exporting Level To OBJ
- ExportingMap_F=Exporting map: `~...
- ExportingScripts=Exporting scripts
- Exportingf=Exporting (`~ of `~)
- ExporttoFBX=Export to FBX
- ExposeOutput=Expose Output
- ExposeVariable=Expose Variable
- ExternalReferencers=External Referencers
- ExtraMesh1=Extra Mesh 1
- ExtraMesh2=Extra Mesh 2
- ExtraMesh3=Extra Mesh 3
- Extrude=Extrude
- ExtrudeToBevel=Extrude to Bevel
- ExtrudeToPoint=Extrude to Point
- FOVReset=FOV Reset
- FRA=European French (FRA)
- F_ObjectsFound=%d objects found.
- FacadeRepplyRuleset=Reapply Ruleset
- Facade_BreakConnection=Break Connection
- Facade_ConnectRules=Connect Rules
- Facade_ConnectToRoot=Connect to Root
- Facade_CreateNewRule=Create New Rule
- Facade_DeleteSelectedRules=Delete Selected Rules
- Facade_DragComment=Drag Comment
- Facade_DuplicateSelectedRules=Duplicate Selected Rules
- Facade_F=Facade: `~
- Facade_PasteRule=Paste Rule
- Face=Face
- FacialAminAudioPreviewSettings= Facial Animation Audio Preview Settings
- FacialAudioPreview=Facial Audio Preview
- Factory=Factory
- FactoryImport_Error_InvalidFormat=Factory import failed due to invalid format: `~
- FactoryImport_Error_UnableToLoadFile=Factory import failed due to inability to load file `~
- FailedCheckOutDlg_Message=The following packages could not be successfully checked out from source control:
- FailedCheckOutDlg_Title=Unable to Check Out From Source Control!
- FailedMakingWritableDlg_Message=The following packages could not be made writable:
- FailedMakingWritableDlg_Title=Unable to make packages writable
- FailedRestoreSortingForSectionNumber=Unable to restore triangle sort setting "`~" for section `~ as the new mesh does not contain that many sections. Please find the matching section and apply manually.
- FailedRestoreSortingNoSectionMatch=Unable to restore triangle sort setting "`~" for section number `~ in the old mesh, as a matching section could not be found in the new mesh. The custom sorting information has been lost.
- FailedSavePrompt_Message=The following objects failed to save correctly:\n
- FailedSavePrompt_Title=Objects Failed To Save
- File=File
- FileIsNotAMap='`~' is not a valid map file!
- FileSize=File Size
- File_Utils_Warning_FailedToSaveAssets=The following files will not be saved because they are read only:
- Filter=Filter
- FilteringBrush=Filtering brush
- FilteringWorld=Filtering world
- FindDefinition_F=Find Definition Of `~
- FindInExplorer=Find in Explorer...
- FindKismetF=Find %s In Kismet
- FindUses_F=Find Uses Of `~
- Fit=Fit
- FitHorizontally=Fit Horizontally
- FitVertically=Fit Vertically
- FixBody=Fix Body
- FixBodyBelow=Fix All Bodies Below..
- FixedKismetParentSequences= `~ incorrect ParentSequence pointers found and fixed. (see log for details)
- FixingMismatchedIndicesOnStaticMesh=Fixing up mismatched indices on `~.
- FixupBoneMaps=Fixing Up Bone Maps
- FixupBoneNames=Fixup Bone Names
- Flags=Flags
- Flatten=Flatten
- FlattenTangentsToAxis=Flatten Tangents To Axis
- Flip=Flip
- FlipToggle=Flip Toggle
- FlipU=Flip U
- FlipV=Flip V
- Floating=Floating
- FloatingViewportWindowTitle_F=UnrealEd Floating Viewport `~
- Fluids=Fluids
- Fog=Fog
- FogSF=Fog\tCtrl F
- DistanceFogSF=DistanceFog\tCtrl F
- VolumetricFogSF=VolumetricFog\tCtrl F
- FoliageMode=Foliage Mode
- FoliageMode_ChangeStaticMeshTransaction=Foliage Editing: Change StaticMesh
- FoliageMode_DeleteMesh=Are you sure you want to remove all `~ instances of `~ from this level?
- FoliageMode_EditTransaction=Foliage Editing
- FoliageMode_NotSharedSettingsObject=(not using shared settings)
- FoliageMode_RemoveMeshTransaction=Foliage Editing: Remove Mesh
- FoliageMode_ReplaceMesh=Are you sure you want to replace all `~ instances of `~ with `~?
- FoliageMode_ReplaceMeshMerge=Are you sure you want to merge all `~ instances of `~ into `~?
- FoliageMode_SettingsObjectTransaction=Foliage Editing: Settings Object
- FoliageSF=Foliage
- FontFactory_ImportingTrueTypeFont=Importing TrueType Font...
- FontPages=Font Pages
- FontPreview_BackgroundButton=Background
- FontPreview_CloseButton=Close
- FontPreview_DefaultText=The quick brown fox jumped over the lazy dog
- FontPreview_ForegroundButton=Foreground
- FontPreview_PreviewBorder=Preview
- FontPreview_WindowCaption=Font Preview
- FontProperties=Font Properties
- FontProperties_SelectedTextureProperties=Selected Texture Properties
- ForceCanCoverSlip_Left=Force Can Coverslip Left
- ForceCanCoverSlip_Right=Force Can Coverslip Right
- ForceCanPopUp=Force Can Pop Up
- ForceFireEvent=Force Fire Event
- ForceKeyframesDlg=This will round keyframes to %d Hz. -Continue?
- ForceKeyframesFullFrames=Force Keyframes to Full Frames
- SetAllCamerasForPreRenderDOF=Setup All Cameras with Pre Rendered DOF
- SetAllCamerasForPreRenderDOFWithTracks=Setup All Cameras with Pre Rendered DOF and Add Tracks
- ForceLOD30hz=Force 30hz LOD
- ForceLOD60hz=Force 60hz LOD
- ForceLODBaseMesh=Force LOD Base Mesh
- ForceLODCinematic=Force Cinematic LOD
- ForceLODGI=Force GI LOD
- ForceLightmap=Force Lightmap
- ForcePaths=Force Paths
- FracMeshInfo_F=Mesh: `~ Chunks, `~ Tris Drawn
- FracToolInfo_F=Tool: `~ Chunks
- FractureCoreHasInvalidUVs=The core mesh does not appear to have valid lightmap UVs (LightmapCoordinateIndex is 0 or only 1 set of texcoords), texture lightmaps will be wrong! (`~)
- FractureFailedInvalidLOD=The fracture tool currently only supports operating on static meshes with a base LOD only.
- FractureTool=Fracture Tool
- FracturedStaticMesh=FracturedStaticMesh
- FracturingMesh=Fracturing Mesh
- Frames=Frames
- FreezeAllGroups =Make All Groups Frozen
- FreezeRenderingSF=Freeze Rendering
- FromBrush=From Brush
- Front=Front
- Frozen=Frozen
- FullName=Full Name
- FullSequence=Full Sequence
- FullSpeed=100%
- Fullscreen=Fullscreen
- FullyLoadCheckedOutPackages=Auto load checked out packages
- FullyLoadE=Fully Load
- FullyLoadEWithHotkey=Fully Load\tL
- FullyLoadingPackages=Fully loading packages
- GBSelectedTotalF=`~ Selected, `~ Total
- GameAssetDatabase_CannotWriteToReadOnlyDatabase=The journal server isn't currently available so new tags cannot be added at this time.
- GameAssetDatabase_CheckPointFile_SnoozeOneDay=Wait a Day
- GameAssetDatabase_CheckPointFile_SnoozeOneWeek=Wait a Week
- GameAssetDatabase_CheckPointFile_SnoozeUntilNextRun=Next Run
- GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseRequest=Unreal Editor hasn't updated the game's asset checkpoint file in a while. -Updating the asset database will optimize Content Browser performance and verify assets. -Is now a good time?
- GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseTitle=Asset Database Maintenance
- GameAssetDatabase_CheckPointFile_UpdateNow=Check Now
- GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBar=Processing
- GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBarDetail=Processing : `~
- GameAssetDatabase_ErrorConnectingToJournalServer_F=Unable to connect to the journal server (Server: `~, Database: `~).\n\nException details:\n\n`~
- GameAssetDatabase_ErrorDisconnectingFromJournalServer_F=Error encountered while disconnecting from the journal server.\n\nException details:\n\n`~
- GameAssetDatabase_ErrorExecutingSQLCommand_F=The game asset database encountered an error while trying to execute a SQL server command.\n\nException details:\n\n`~
- GameAssetDatabase_ErrorLoadingCheckpointFile_F=Unable to either open the checkpoint file for reading or load it's contents from disk.\n\nCheckpoint file name: -`~\n\nException details:\n\n`~
- GameAssetDatabase_ErrorWritingCheckpointFile_F=Unable to either create the checkpoint file or write data to the file on disk. -Please make sure the file is writable.\n\nCheckpoint file name: -`~\n\nException details:\n\n`~
- GameAssetDatabase_InvalidJournalFile=Journal file appears to be corrupt and cannot be loaded.
- GameAssetDatabase_JournalFileNotWritable=Unable to open the journal file for writing. -The file might be read only on disk, or another application may be using the file.
- GameAssetDatabase_JournalLoginNotSpecified=Unable to connect to the journal server because the login credentials were not specified in the configuration file.
- GameAssetDatabase_JournalServerNotSpecified=Unable to connect to the journal server because the server name was not specified in the configuration file.
- GameAssetDatabase_NoBranchNameSpecified=A branch name was not specified in the configuration file. -A globally unique name for this branch must be configured in order for the journaling system to function correctly. -This should usually be configured by the administrator of the development branch that you're working with.
- GameStatsVisualizer_AddQuery=Add Query
- GameStatsVisualizer_CreateReport=Generate Report
- GameStatsVisualizer_DateFilterLast3Days=Last 3 Days
- GameStatsVisualizer_DateFilterLastWeek=Last Week
- GameStatsVisualizer_DateFilterToday=Today
- GameStatsVisualizer_Enabled=Enabled
- GameStatsVisualizer_EndTime=End Time
- GameStatsVisualizer_EventCount=Count
- GameStatsVisualizer_EventID=ID
- GameStatsVisualizer_EventName=Name
- GameStatsVisualizer_GameplaySessionDuration=Duration
- GameStatsVisualizer_GameplaySessionID=Session ID
- GameStatsVisualizer_GameplaySessionTimestamp=Date Played
- GameStatsVisualizer_IsBot=Bot
- GameStatsVisualizer_Language=Language
- GameStatsVisualizer_MainToolBar=Game Stats Visualizer
- GameStatsVisualizer_MapName=Map Name
- GameStatsVisualizer_MapURL=Map URL
- GameStatsVisualizer_MultiplayerReport=Multiplayer Match
- GameStatsVisualizer_Name=Player Name
- GameStatsVisualizer_Options=Options
- GameStatsVisualizer_PlatformType=Platform
- GameStatsVisualizer_PopulatingDatabase=Populating Game Stats Database
- GameStatsVisualizer_RemoveQuery=Remove Query
- GameStatsVisualizer_StartTime=Start Time
- GameStatsVisualizer_Status=Status
- GameStatsVisualizer_TeamName=Team Name
- GameStatsVisualizer_TeamNum=Team Number
- GameStatsVisualizer_TimeRange=Time Range
- GameStatsVisualizer_TitleBar=Game Stats Visualizer
- GameStatsVisualizer_TitleID=Title ID
- GameStatsVisualizer_UploadFile=Upload to database
- GameStatsVisualizer_VisType=Visualizer Type
- GasketViewport=Gasket Viewport
- GenNavMesh=Generating NavMesh
- GenNavMesh_Markers=Adding Nav Markers
- Generate=Generate
- GenerateAllProcBuildingLODTex=Generate All Buildings LOD Textures
- GenerateBuildingLODTex=Generate Building LOD Textures
- GenerateChunks=Generate Chunks
- GenerateLOD=Generate LOD...
- GenerateLOD_Error_NoSourceDataAvailable=Unable to generate an LOD for this mesh because the mesh's source data has been stripped.
- GenerateSelProcBuildingLODTex=Generate Selected Buildings LOD Textures
- GenerateUVs=Generate Unique UVs...
- GenerateUVsProgressText=Generating unique UVs...
- GenerateUVsTitle=Generate UVs
- GenerateUVs_Error_NoSourceDataAvailable=Unable to generate UVs for this mesh because the mesh's source data has been stripped.
- GenerateUniqueUVs_Apply=Apply
- GenerateUniqueUVs_BorderSpacingPercentText=Border spacing (0 100 percent)
- GenerateUniqueUVs_CreateNewText=Create New
- GenerateUniqueUVs_LayoutText=Layout using 0 channel
- GenerateUniqueUVs_MaxChartsText=Limit maximum number of charts
- GenerateUniqueUVs_MinChartSpacingPercentText=Spacing between charts (0 100 percent)
- GenerateUniqueUVs_ModeText=Creation Mode
- GenerateUniqueUVs_SelectChartingMethod=Select generation method:
- GenerateUniqueUVs_UVGenerationFailed=Failed to generate UVs; Try adjusting increasing the max charts/stretch
- GenerateUniqueUVs_UVGenerationSuccessful=Finished generating UVs; Charts: `~; Largest stretch: `.2~
- GenerateUniqueUVs_WindowTitle=Generate Unique UVs
- GenericDialog_Cancel=&Cancel
- GenericDialog_Continue=C&ontinue
- GenericDialog_No=&No
- GenericDialog_NotoAll=N&o to All
- GenericDialog_OK=&OK
- GenericDialog_Retry=&Retry
- GenericDialog_WindowTitle=Message
- GenericDialog_Yes=&Yes
- GenericDialog_YestoAll=Yes to &All
- GeomModifierPen_Warning_AddingVertexInWrongViewport=Vertices can only be added to one viewport at a time.
- Geometry=Geometry for Current Level
- GeometryMode=Geometry Mode
- GeometryModifiers=Geometry Modifiers
- GetPositionFromAnotherGroup=Select Transform Lookup Group...
- GoTo=Go To
- GoToActor=Go to Actor
- GoToActorButtonGroupLabel=Go to
- GoToBuilderBrush=Go to Builder Brush
- GrayscaleScale=Grayscale Scale
- GridSF=Grid
- Group=Group
- GroupBrowser_ToolTip=Show the group browser
- GroupBrowser_ViewMenu=Groups
- GroupBuildings=Group Buildings
- GroupDelete=Group Delete
- GroupOnNonInterpActor_F=WARNING: Tracks [`~] in Group `~ are associated with Actor `~ whose Physics mode is not set to PHYS_Interpolating. -This object may not animate correctly in game! -Consider changing the physics type to PHYS_Interpolating.\n
- GroupOnStaticActor=WARNING: The Group %s have a Move Track acting on a Static Actor %s this is probably incorrect!
- GroupOnStaticActor_F=WARNING: Tracks [`~] in Group `~ require a dynamic actor but are instead acting on a Static Actor `~ this is probably incorrect!\n
- Group_Add=Add Actors to Group
- Group_CantCreateGroupMultipleLevels=Can't group the selected actors because they are in different levels.
- Group_ContainsMultipleProxies=Multiple proxies are present in the current selection.\nGrouping them will force a remerge of them based on current proxy dialog settings.\nAre you sure?
- Group_ContainsProxyDelete=One or more of the actors that are being deleted is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
- Group_ContainsProxyRemove=One or more of the actors that are being removed is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
- Group_ContainsProxyUngroup=One or more of the groups that are being ungrouped contains a proxy.\nDo you want to revert the proxy from group `~ back to it's component meshes?
- Group_Create=Create Group
- Group_Disband=Disband Group
- Group_F=Group`~
- Group_Lock=Lock Groups
- Group_ProxiesUnsupported1=One or more of the actors loaded are an unsupported proxy.\nSaving will prevent the proxy from being reverted, see log for details.
- Group_ProxiesUnsupported2=One or more of the actors loaded are an unsupported proxy.\nThey have been reverted back to their base meshes, see log for details.
- Group_Regroup=Regroup\tCtrl+G
- Group_Remove=Remove from Group
- Group_Selection=Group
- Group_SelectionTopLevelMenu=Group Actors\tCtrl+G
- Group_Ungroup=Ungroup\tShift+G
- Group_Unlock=Unlock Groups
- Groups=Groups
- GrowSelection=Grow Selection
- HUN=Hungarian (HUN)
- HasLightmapUVs=Has Lightmap UVs
- HavokCompress=Havok Compress...
- HeatmapVisualizer_HeatRadius=Heat Bleed Radius
- HeatmapVisualizer_MaxDensity=Max Density Scale
- HeatmapVisualizer_MinDensity=Min Density Scale
- HeatmapVisualizer_PixelDensity=Heatmap Pixel Density
- HeatmapVisualizer_TakeScreenshot=Screenshot
- HeatmapVisualizer_TitleBar=Heatmap Visualizer Options
- HeightMapOnlyQ=HeightMap Only?
- Heightmap=Heightmap
- Help=Help
- HiddenLevelDialogMakeVisible=Make All Visible
- HiddenLevelDialogTitle=Hidden Level Warning
- HiddenLevelsContinueWithBuildQ=\nThese levels will not be rebuilt. -Also, leaving them hidden may invalidate what is built in other levels. -Continue with build?
- Hide3DTracks=Hide 3D Tracks
- HideAll=Hide All
- HideAllLevels = Hide All Levels
- HideAllLevels=Hide All
- HideBones=Hide Bone Selection
- HideChildBones=Hide Child Bone Selection
- HideDetails=Hide Details
- HideOutput=Hide Output
- HideSelected=Hide Selected
- HideSelectedActors=Hide Selected Actors
- HideSelectedAtStartup=Hide Selected at Editor Startup
- HideSelectedLevels=Hide
- HideUnselected=Hide Unselected
- HideUnusedConnectors=Hide Unused Connectors
- High=High
- HitProxiesSF=Hit Proxies
- HLODClusterColorationSF=HLOD Cluster Coloration
- HotLoadTargetRequired=Failed to HotLoad. -Please select a console target with a running game from the dropdown menus.
- INT=American English (INT)
- ITA=Italian (ITA)
- IdealDensity=Ideal Density
- IgnoreKismetReferencedActors=Ignore UnrealKismet referenced actors
- IlluminatingActors=Illuminating actors
- IlluminatingActorsF=Illuminating actors (`~ of `~)
- IlluminatingBSP=Illuminating BSP
- IlluminatingBSPF=Illuminating BSP (`~ of `~)
- ImageGrainSF=Image Grain
- ImageReflection=Image Reflection
- ImageReflectionsSF=Image Reflections
- Import=Import
- ImportAnimDialog_AnimatorPrompt="Animator:"
- ImportAnimDialog_EnterInitials="Enter initials"
- ImportBrush=Import Brush
- ImportColorsWindow_WindowTitle=Import Vertex Colors From TGA
- ImportE=Import...
- ImportEWithHotkey=Import...\tCtrl+I
- ImportError_TooManyDamageRegions=Import Failed: Having more than 32 Damage regions is not supported
- ImportError_TooManyDismembermentRegions=Import Failed: Having more than 32 Dismemberment regions is not supported
- ImportError_TooManyMaterialSlots=Import Failed: Having more than 9 material slots is not supported
- ImportEx=Import...
- ImportExport=Import/Export
- ImportFbxAnim=Import &FBX Animation\tCtrl+F
- ImportFbxAnimUsingMetaData=Import FBX Animation With MetaData
- ImportFbx_Anim_File=Import AnimSet From Fbx File
- ImportFileE=Import from File...
- ImportFromFXA=Import from .FXA...
- ImportHavokHKX=Import from Havok HKX...
- ImportLevelE=Import Level...
- ImportMatineeSequence=Import Matinee Sequence
- ImportMatineeSequence_MissingCameras=Create all cameras not in the current UE3 scene but present in the file?
- ImportMeshLOD=Import Mesh LOD...
- ImportMeshWeightUsage0=Partial Weight Swap (Gore)
- ImportMeshWeightUsage1=Full Weight Swap
- ImportMeshWeightUsage=Weight Usage Type:
- ImportMeshWeightUsageTitle=Select a mesh weight usage
- ImportMeshWeights=Import Mesh Weights...
- ImportMeshWeightsFilename=Mesh Weights Filename
- ImportMeshWeightsFilenameBase=Mesh Base Filename
- ImportMeshWeightsMismatch=Importing weights: Mismatched mesh data. Cannot import mesh weights.
- ImportMeshWeightsSuccessful=Mesh Weights For LOD `~ Imported Successfully!
- ImportMeshWeightsTitle=Import Mesh Weights
- ImportMorphTarget=Import MorphTarget
- ImportMorphTargetLOD=Import MorphTarget LOD...
- ImportMorphTargets=Import MorphTarget using Import File Name
- ImportMorphTargetsLOD=Import MorphTarget LOD using Import File Name
- ImportPSA=Import PSA...
- ImportPSAFile=Import PSA File
- ImportScaleformFolderE=Import Scaleform Folder...
- ImportSequence=Import Sequence
- ImportSequence_F=Import sequence `~
- Import_SourceFileNotFound=Source File Not Found. -Browse to source file.
- Import_TextureHasBeenPaintedInEditor=The texture '`~' has been painted on by the Mesh Paint tool.\nReimporting it will override any changes.\nWould you like to continue?
- ImportedFileAlreadyExists_Title=Overwrite existing file?
- ImportedSoundAlreadyExists_F=You are about to import '`~' over an existing sound. Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation.
- ImportedTextureAlreadyExists_CancelImport=Cancel
- ImportedTextureAlreadyExists_DiscardSettings=Replace
- ImportedTextureAlreadyExists_DiscardSettingsAll=Replace All
- ImportedTextureAlreadyExists_F=The specified texture already exists and will be overwritten. -Do you want to keep the existing texture's settings?
- ImportedTextureAlreadyExists_PreserveSettings=Keep
- ImportedTextureAlreadyExists_PreserveSettingsAll=Keep All
- Importing=Importing
- ImportingActors=Importing actors
- ImportingBrush=Importing brush
- ImportingFbxAnimations=Importing FBX animations
- ImportingMap_F=Importing map: `~...
- ImportingSkeletalMeshFile=Importing Skeletal Mesh File
- Importingf=Importing (`~ of `~)
- InEditor=In Editor
- Info=Info
- InputDelayText=Delay:
- InsertTime=Insert Time (as a whole number of frames)
- InsertTimeCurrent=Insert Time At Current
- InsertToObjectListVars_F=Insert `~ Into Object List
- InsideOf=Inside Of
- InstanceProps=Instance Properties [I]
- InstancedStaticMeshesSF=Instanced Static Meshes
- InterpCountLabel=Interp Count:
- InterpEdCollapseAllGroups=Collapse All
- InterpEdCollapseAllGroups_Desc=Collapse the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
- InterpEdCurveEditor=UnrealMatinee Curve Editor
- InterpEdExpandAllGroups=Expand All
- InterpEdExpandAllGroups_Desc=Expand the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
- InterpEdTrackEditor=UnrealMatinee Track Editor
- InterpEdWarningList_F=UnrealMatinee detected the following warnings:\n\n`~
- InterpEd_AddNewFolder=Add New Folder
- InterpEd_AllowKeyframeBarSelection=Allow Keyframe Bar Selection
- InterpEd_AllowKeyframeTextSelection=Allow Keyframe Text Selection
- InterpEd_ChangeGroupFolder=Change Group Folder
- InterpEd_Copy_GroupDesc=Copy the selected group to the UnrealMatinee clipboard.
- InterpEd_Copy_NeedToSelectGroup=No selected tracks or groups to copy. -Please highlight a track or group to copy by clicking on the track or group's name to the left.
- InterpEd_Copy_TrackDesc=Copy the selected track to the UnrealMatinee clipboard.
- InterpEd_CreateCameraActorAtCurrentCameraLocation=Create Camera Actor at Current Camera Location
- InterpEd_Cut_GroupDesc=Cut the selected group to the UnrealMatinee clipboard.
- InterpEd_Cut_SelectedTrackOrGroup=Cut Selected Track Or Group
- InterpEd_Cut_TrackDesc=Cut the selected track to the UnrealMatinee clipboard.
- InterpEd_DeleteSelectedFolder=Are you sure you want to delete folder (`~)? -Any groups that are attached to this folder will be detached first (but not deleted)!
- InterpEd_Duplicate_NoGroup=Must Select A Group Before Duplicating
- InterpEd_EditMenu_DeleteSelectedKeys=Delete Selected Keys
- InterpEd_EditingGridMenu_Size=`~ x `~
- InterpEd_ExportSoundCueInfoDialogTitle=Export Sound Cue Info
- InterpEd_FileMenu_ExportAll=Export All...
- InterpEd_FileMenu_ExportAnimInfo=Export Animation Track Info...
- InterpEd_FileMenu_ExportBakeTransforms=Bake Transforms on Export
- InterpEd_FileMenu_ExportSoundCueInfo=Export Sound Cue Info...
- InterpEd_FileMenu_Import=Import...
- InterpEd_FixedTimeStepPlayback_Desc=Fixed Time Step Playback | Locks the playback rate to the frame rate specified in the Snap Size setting
- InterpEd_FrameRate_120_fps=120 fps
- InterpEd_FrameRate_15_fps=15 fps
- InterpEd_FrameRate_24_fps=24 fps (film)
- InterpEd_FrameRate_25_fps=25 fps (PAL/25)
- InterpEd_FrameRate_29_97_fps=29.97 fps (NTSC/30)
- InterpEd_FrameRate_30_fps=30 fps
- InterpEd_FrameRate_50_fps=50 fps (PAL/50)
- InterpEd_FrameRate_59_94_fps=59.94 fps (NTSC/60)
- InterpEd_FrameRate_60_fps=60 fps
- InterpEd_HeadTrackingActionDialogText=HeadTracking Action
- InterpEd_HeadTrackingActionDialogTitle=Choose HeadTracking
- InterpEd_HierachyRepairsNotification=Warning: -Problems were detected with the organizational data in this Matinee sequence and repairs have been made. -Some groups may have been removed from the folders they were previously in. -No changes were made to the actual Matinee sequence data. -You should resave the level to make these repairs permanent.
- InterpEd_InitialInterpModeComboBox_Desc=Initial Interp Mode | Selects the curve interpolation mode for newly created keys
- InterpEd_KeyContext_ConditionMenu=Active Condition
- InterpEd_KeyContext_DeleteSelected=Delete
- InterpEd_KeyContext_SetCondition_Always=Always Active
- InterpEd_KeyContext_SetCondition_GoreDisabled=Active if Gore is Disabled
- InterpEd_KeyContext_SetCondition_GoreEnabled=Active if Gore is Enabled
- InterpEd_KeyContext_SetMasterPitch=Set Master Pitch
- InterpEd_KeyContext_SetMasterVolume=Set Master Volume
- InterpEd_KeyContext_SyncContentBrowserToSoundCue_F=Find `~ in Content Browser...
- InterpEd_LaunchDirectorWindow=Launch Director Window
- InterpEd_LaunchRecordingWindow_Tooltip=Launch Recording Window for Matinee
- InterpEd_MatineeDirector_Title=Matinee Director
- InterpEd_MatineeRecordMode_Tooltip=Recording Mode for Matinee
- InterpEd_MatineeRecord_Title=Matinee Track Recorder
- InterpEd_MoveActiveGroupToFolder=Move Group Into Folder
- InterpEd_MoveGroupToActiveFolder=Move Group Into This Folder
- InterpEd_MoveToBeginning=Move To The Sequence Beginning
- InterpEd_MoveToCurrentPosition=Move To Current Timeline Position
- InterpEd_MoveToEnd=Move To Sequence End
- InterpEd_MoveToEndOfLongestTrack=Move To Longest Track Endpoint
- InterpEd_MoveToEndOfSelectedTrack=Move To Longest Selected Track Endpoint
- InterpEd_Move_SelectedTrackOrGroup=Move Selected Track Or Group
- InterpEd_MovementTrackContext_HideAll3DTracjectories=Hide All Trajectories
- InterpEd_MovementTrackContext_NormalizeVelocity=Normalize Velocity
- InterpEd_MovementTrackContext_Show3DTracjectory=Show 3D Trajectory
- InterpEd_MovementTrackContext_ShowAll3DTracjectories=Show Trajectories for All Tracks
- InterpEd_MovementTrackContext_SplitMovementTrack=Split translation and rotation
- InterpEd_NoKeyframesSelected=No Keyframes Were Selected
- InterpEd_ParticleReplayKeyContext_SetClipIDNumber=Select Particle Replay Clip ID
- InterpEd_ParticleReplayKeyContext_SetDuration=Set Particle Clip Duration
- InterpEd_ParticleReplayTrackContext_StartRecording=Start Recording Particles
- InterpEd_ParticleReplayTrackContext_StopRecording=Stop Recording Particles
- InterpEd_Paste_GroupDesc=Paste previously copied group from the UnrealMatinee clipboard.
- InterpEd_Paste_GroupOrTrackDesc=Paste previously copied group or track from the UnrealMatinee clipboard.
- InterpEd_Paste_NeedToSelectGroup=No selected groups to paste into. -Please highlight a group to copy by clicking on the group's name to the left.
- InterpEd_Paste_OneGroup=Can only have one group selected when pasting.
- InterpEd_Paste_SelectedTrackOrGroup=Paste Selected Track Or Group.
- InterpEd_RecordMenu_CameraMovementScheme=Camera Movement
- InterpEd_RecordMenu_CameraMovementScheme_FreeCam=Free Camera
- InterpEd_RecordMenu_CameraMovementScheme_PlanarCam=Planar Camera
- InterpEd_RecordMenu_InvertXAxis=Invert X Axis
- InterpEd_RecordMenu_InvertYAxis=Invert Y Axis
- InterpEd_RecordMenu_PitchSmoothing=Pitch Smoothing
- InterpEd_RecordMenu_RecordMode=Record Mode
- InterpEd_RecordMenu_RollSmoothing=Roll Smoothing
- InterpEd_RecordMenu_RotationSpeedMultiplier=Rotation Speed
- InterpEd_RecordMenu_TranslationSpeedMultiplier=Translation Speed
- InterpEd_RecordMenu_Trim=Trim
- InterpEd_RecordMenu_ZoomDistance=Zoom Distance
- InterpEd_RecordMenu_ZoomSpeedMultiplier=Zoom Speed
- InterpEd_RecordMode_CameraGroupName=CameraGroup
- InterpEd_RecordMode_DuplicateTracksMode=Duplicate Selected Tracks
- InterpEd_RecordMode_NewCameraAttachedMode=New Attached Camera Mode
- InterpEd_RecordMode_NewCameraMode=New Camera Mode
- InterpEd_RecordMode_ReplaceTracksMode=Replace Selected Tracks
- InterpEd_RecordingStateActive=Recording `~ / `~
- InterpEd_RecordingStateGetReadyPause=Recording will begin in `~
- InterpEd_RecordingWindowTitle=Matinee Recording Window
- InterpEd_RemoveFromGroupFolder=Remove From Folder
- InterpEd_Rename_Track=Rename Track
- InterpEd_SetParticleReplayKeyClipIDNumber_DialogCaption=New clip ID
- InterpEd_SetParticleReplayKeyClipIDNumber_DialogTitle=Set Particle Clip ID Number
- InterpEd_SetParticleReplayKeyDuration_DialogCaption=New duration (in seconds)
- InterpEd_SetParticleReplayKeyDuration_DialogTitle=Set Particle Clip Duration
- InterpEd_SnapComboBox_Desc=Snap Size | Selects the timeline granularity for snapping and visualization purposes
- InterpEd_Snap_Keys=Snap to Keys
- InterpEd_TimelineInfo_Frames=frames
- InterpEd_TimelineInfo_Seconds=seconds
- InterpEd_ToggleGorePreview=Enable Gore in Editor Preview
- InterpEd_ToggleMatineeRecord_Tooltip=Start Recording Tracks.
- InterpEd_ToggleSnapTimeToFrames_Desc=Snap Time to Frames | Snaps the timeline cursor to the frame rate specified in the Snap Size setting
- InterpEd_ToggleTrackOnNonToggleableLight_F=WARNING: Toggle tracks [`~] in Group `~ are bound to a non toggleable light actor `~ this light will be not be toggled by UnrealMatinee! -Consider changing the light to an appropriate toggleable light class.\n
- InterpEd_ToolBar_CreateMovie_Desc=Create a Movie
- InterpEd_ToolBar_PlayReverse_Desc=Play in Reverse | Plays the Matinee sequence backwards, starting from the time cursor's position
- InterpEd_TrackKeyAffectedByForceStartPosition_F=WARNING: bForceStartPos is enabled but a `~ Track in Group '`~' has a key frame before ForceStartPosition time of `02~. -(Key frame will be IGNORED when sequence is played back in game!)\n
- InterpEd_Track_TooManySelected=Only 1 track can be selected for this operation.
- InterpEd_Undo_ShowOrHideAllTrajectories=Show or Hide All Trajectories
- InterpEd_Undo_SplitTranslationAndRotation=Split translation and rotation
- InterpEd_Undo_ToggleTrackEnabled=Enable/Disable Track
- InterpEd_Undo_ToggleTrajectory=Toggle 3D Trajectory for Track
- InterpEd_ViewMenu_EditingCrosshair=Display Crosshair in Viewport
- InterpEd_ViewMenu_EditingGrid=Viewport Editing Grid
- InterpEd_ViewMenu_EnableEditingGrid=Enable Editing Grid
- InterpEd_ViewMenu_FixedTimeStepPlayback=Fixed Time Step Playback
- InterpEd_ViewMenu_PreferFrameNumbers=Show Frames Numbers in Anim Tracks
- InterpEd_ViewMenu_Show3DTrajectories=Draw 3D Trajectories
- InterpEd_ViewMenu_ShowTimeCursorPosForAllKeys=Show Cursor Position for All Anim Keys
- InterpEd_ViewMenu_SnapTimeToFrames=Snap Time to Frames
- InterpEd_ViewMenu_ToggleSnap=Snap Keys
- InterpEd_ViewMenu_ViewportFrameStats=Display Frame Stats in Viewport
- InterpEd_ViewMenu_ZoomToTimeCursorPosition=Zoom to Time Cursor Position
- InterpEd_VisibilityActionDialogText=Visibility Action
- InterpEd_VisibilityActionDialogTitle=Choose Visibility Action
- InterpEdit=InterpEdit
- InterpMode=Interp Mode
- InterpPointColor=Interp Point Color
- Intersect=Intersect
- IntersectingBrushWithWorld=Intersecting brush with world
- IntoExistingMapE=Into Existing Map...
- IntoNewMapE=Into New Map...
- InvalidAnimSequence=Invalid animation sequence.
- InvalidSkeletalMesh=No valid skeletal mesh.
- Inventory=Inventory
- InvertLevelSelection=Invert Level Selection
- InvertSelection=Invert Selection
- InvertSelections=Invert Selections
- Invisible=Invisible
- IssueReporter=Report an Issue
- Italic="Italic"
- JPN=Japanese (JPN)
- JournalUpdate=GAD Update on Restart
- JumpPathBuildingPositions=Jump To Path Building Positions
- KOR=Korean (KOR)
- KeepExistingUVText=Pack UVs only (keep existing charts)
- KeyAlreadyBound=The key combination entered is already bound to a command:\n`~\n\nIf you continue, this command will be unbound. -Continue binding?
- KeyFrames=Keys
- Key_F=KEY `~
- Keypoints=Keypoints
- Kismet=Kismet
- KismetBookmark_InvalidSequence=The requested bookmark is set to an invalid sequence and has been deleted!
- KismetCantHaveCrossLevelReferences_F=UnrealKismet operation failed: can't have cross level reference from `~ to `~
- KismetCaption_F=UnrealKismet: `~
- KismetClassSearch_Action=Action
- KismetClassSearch_Condition=Condition
- KismetClassSearch_Event=Event
- KismetClassSearch_Variable=Variable
- KismetClearBreakpoint=Clear Breakpoint
- KismetPopup=UnrealKismet
- KismetPropertyValue=Property Values
- KismetRealtimeDebuggingCallstackCopy=Copy Callstack to Clipboard
- KismetReferencesSF=Kismet References\tK
- KismetSearch=Kismet Search
- KismetSetBreakpoint=Set Breakpoint
- KismetUndo_UpdateMultiple=Update Sequence Objects
- KismetUndo_Update_f=Update Sequence Object '`~'
- KismetUpdate=Kismet Update
- KismetWithHotkey=Kismet\tCtrl+K
- Kismet_InvalidEmitter=ParticleEvent: Not a valid emitter actor.
- Kismet_InvalidPSysTemplate=ParticleEvent: `~ has no particle system template.
- Kismet_NavHistory_NodesSelected=`~ Nodes Selected
- Kismet_NoEmittersInPSysTemplate=ParticleEvent: `~ has no emitters in the particle system.
- LBI_TotalTexelMemoryLabel=Total Non BSP Texel Mem:
- LBI_TotalUnmappedTexelMemoryLabel=Total Non BSP Unmapped Mem:
- LBO_BuildBSP=Build BSP
- LBO_BuildLightProbes=Build Light Probes
- LBO_BuildOnlyChangedLighting=Build Only Changed Lighting
- LBO_BuildOnlyCurrentLevel=Build Only Current Level
- LBO_BuildOnlySelected=Build Only Selected
- LBO_BuildOnlySelectedActors=Build Only Selected Actors
- LBO_BuildOnlySelectedBakeVolumes=Build Only Within Selected Bake Volumes
- LBO_BuildOnlySelectedLevels=Build Only Levels Selected in the Level Browser
- LBO_BuildOnlyVisibility=Build Only Visibility
- LBO_BuildOnlyVisibleLevels=Build Only Visible Levels
- LBO_BuildStaticMeshes=Build Static Meshes
- LBO_CantFindLevelBrowser=Can't find Level Browser, lighting build aborted.
- LBO_FullQualityBuild=Perform full quality build
- LBO_ImportTexturesAsSRGB=Import Lightmap Textures as SRGB
- LBO_LightingBuildOptions=Lighting Build Options
- LMRatioAdjust_NoLevelsToProcess=No levels to process.
- LMRatioAdjust_NoPrimitivesSelected=No primitive type selected.
- LMSI_Minimum=Enter minimum resolution required for applying adjustment
- LMSI_Ratio=Enter ratio to apply
- LODALLImportSuccessful=All mesh LODs were imported successfully!
- LODBoneDoesNotMatch=Bone '`~' not found in base SkeletalMesh '`~'.\nImport failed.
- LODBoneHasIncorrectParent=Bone '`~' in LOD has parent '`~' instead of '`~'
- LODChooseText=Mesh LOD to generate UVs for
- LODGenerationSuccessful=LOD Generation Successful.\nThe new triangle count may not exactly match the requested triangle count.
- LODHighest=LOD Highest
- LODImportFail=Failed to import mesh for LOD `~!
- LODImportSuccessful=Mesh for LOD `~ imported successfully!
- LODImportUnsuccessful=Mesh for LOD `~ import failed!
- LODLabel=LOD:
- LODLevel:=LOD Level:
- LODLowest=LOD Lowest
- LODMissingSocketBone=This LOD is missing bone '`~' used by socket '`~'.\nAborting import.
- LODRootNameIncorrect=Root bone in LOD is '`~' instead of '`~'.\nImport failed.
- LODSF=LOD Parenting
- LODTriCount=New Triangle Count:
- LODUnset=LOD Unset
- LSMI_GetResolutionTitle=Enter Lightmap Resolution (will round to power of two)
- LSMI_IncludeBSP=Convert all BSP as well?
- Landscape=Landscape
- LandscapeExport_HeightmapFilename=Choose filename for Heightmap Export
- LandscapeExport_LayerFilename=Choose filename for Layer `~ Export
- LandscapeExport_Warning=Landscape has large number(`~) of components, so it will use large amount memory to copy it to the clipboard. Do you want to proceed?
- LandscapeGizmoExport_Warning=Landscape Gizmo has no copyed data. You need to choose proper targets and copy it to Gizmo.
- LandscapeGizmoImport_Warning=Landscape Gizmo is about to import large amount data (`~MB) from the clipboard, which will take some time. Do you want to proceed?
- LandscapeImport_BadHeightmapSize=File size does not match
- LandscapeImport_BadLayerName=You must enter a name for the layer being imported from `~.
- LandscapeImport_BadLayerSize=Layer `~ file size does not match the heightmap resolution.
- LandscapeImport_Warning=Landscape is about to import large amount memory (`~MB) from the clipboard, which will take some time. Do you want to proceed?
- LandscapeLayerInfo_Warning=LandscapeLayerInfoObject (`~) is in the same package as the Landscape Actor. To support streaming levels, you must move the LandscapeLayerInfoObject to another package.
- LandscapeMaterial_Warning=Selected Landscape components' Materials are in the same package as the Landscape Component. To support streaming levels, you must move the Material to another package.
- LandscapeMode=Landscape Mode
- LandscapeMode_AddComponent=Add new Landscape Component
- LandscapeMode_AddLayerDuplicate=There is already a layer named `~.
- LandscapeMode_AddLayerEnterName=Please enter a valid layer name.
- LandscapeMode_Brush_Alpha=Alpha
- LandscapeMode_Brush_Circle=Circle
- LandscapeMode_Brush_Component=Component
- LandscapeMode_Brush_Falloff_Linear=Linear falloff
- LandscapeMode_Brush_Falloff_Smooth=Smooth falloff
- LandscapeMode_Brush_Falloff_Spherical=Spherical falloff
- LandscapeMode_Brush_Falloff_Tip=Tip falloff
- LandscapeMode_Brush_Gizmo=Gizmo
- LandscapeMode_Brush_PatternAlpha=Pattern Alpha
- LandscapeMode_Copy=Copy
- LandscapeMode_DeleteComponent=Delete Landscape Components
- LandscapeMode_EditTransaction=Landscape Editing: `~
- LandscapeMode_Erosion=Erosion
- LandscapeMode_Flatten=Flatten
- LandscapeMode_HydraErosion=Hydraulic Erosion
- LandscapeMode_Mask=Region Selection
- LandscapeMode_MoveToLevel=Move to Streaming Level
- LandscapeMode_Noise=Noise
- LandscapeMode_Paint=Paint
- LandscapeMode_Paste=Paste
- LandscapeMode_Region=Region Copy/Paste
- LandscapeMode_RemoveLayer=Are you sure you want to delete the layer `~? All painted information for this layer will be lost.
- LandscapeMode_Selection=Component Selection
- LandscapeMode_Smooth=Smooth
- LandscapeMode_Visibility=Visibility
- LandscapeMoveToStreamingLevel_RenameFailed=Move To Streaming Level did not succeed because shared resources could not be moved to a new package.
- LandscapeMoveToStreamingLevel_SharedResources=The following items must be moved out of the persistent level and into a package that can be shared between multiple levels:\n\n`~
- LandscapeMoveToStreamingLevel_Warning=The Move to Level feature is only available when the Landscape Actor is placed in the persistent level.
- LandscapePhyMaterial_Warning=Landscape's DefaultPhysMaterial is in the same package as the Landscape Actor. To support streaming levels, you must move the PhysicalMaterial to another package.
- LandscapeReImport_BadFileName=Reimport Source Filename is invalid
- LandscapeReImport_BadFileSize=`~'s filesize does not match with current Landscape extent
- LargeVerticesSF=Large Vertices
- Lathe=Lathe
- LaunchBudgetViewer=Budget Viewer
- LaunchKodle=Kodle
- LaunchMatrixHUB=MatrixHUB
- LaunchDismembermentEd=Dismemberment Editor
- LaunchUnrealConsole=UnrealKonsole
- LaunchWwiseImporter=Wwise Importer
- LaunchWwiseHashLookup=Wwise Hash Lookup
- LaunchFacialExporter=Facial Cinema Exporter
- Layer=Layer
- LayerBrowser_ViewMenu=Layers
- LayerDesc_F=`~ (`~ actors)
- LayerSetUp=Layer Set Up
- Layer_F=Layer`~
- Layers=Layers
- LayersBrowser_ToolTip=Show the layer browser
- LeanLeft=Lean Left
- LeanRight=Lean Right
- LensFlareEditorCaption_F=Unreal LensFlare Editor: `~
- LensFlareEditor_DeleteElement=Delete element
- LensFlareEditor_DisableElement=Disable element
- LensFlareEditor_ElementAdd=Add element
- LensFlareEditor_ElementAddAfter=Add element after
- LensFlareEditor_ElementAddBefore=Add element before
- LensFlareEditor_ElementDuplicate=Duplicate element
- LensFlareEditor_EnableElement=Enable element
- LensFlareEditor_ResetElement=Reset element
- LensFlareEditor_SavePackage=Save package
- LensFlareEditor_SelectLensFlare=Select lens flare
- LensFlareSF=Lens Flares
- LensFlares=Lens Flares
- Level/Package=Level/Package
- Level=Level
- LevelAlreadyExistsInWorld=Cannot load level "%s" because it has already been loaded.
- LevelBrowserMenu_AutoUpdateLevelsForChangedActors=Auto Update Actors in Level Grids
- LevelBrowserMenu_AutoUpdateLevelsForChangedActors_Help=Toggles whether or not actors in grid volume levels are automatically moved to their "best" level after most operations
- LevelBrowserMenu_UpdateLevelsForAllActors=Update All Actors in Level Grids
- LevelBrowserMenu_UpdateLevelsForAllActors_Help=Checks for any actors that reside in grid volume levels and moves them to the "best" level if necessary (based on spatial overlap, etc.)
- LevelBrowser_AssignKeywords=Assign Keywords...
- LevelBrowser_CurrentLevel= -CURRENT LEVEL -
- LevelBrowser_CurrentLevelGridVolume= -CURRENT GRID -
- LevelBrowser_KeywordDialog_Cancel=Cancel
- LevelBrowser_KeywordDialog_Cancel_Tooltip=Cancel the assignment of new keywords to selected levels
- LevelBrowser_KeywordDialog_Message=Selected Keywords to associate with the selected levels
- LevelBrowser_KeywordDialog_SaveKeywords=Save
- LevelBrowser_KeywordDialog_SaveKeywords_Tooltop=Assigns keywords to selected levels
- LevelBrowser_KeywordDialog_Title=Level Keywords
- LevelBrowser_KeywordFilter_NoFilterStringsButton=No keywords specified. -Click for information.
- LevelBrowser_KeywordFilter_NoFilterStringsDetail=Add [LevelBrowser.Keywords]"+Keywords=..." to DefaultEditor.ini to Filter Levels
- LevelBrowser_KeywordFilter_Title=Filter by keyword
- LevelBrowser_KeywordFilter_ToggleFilterWindowVisibility=Toggle Filter Window
- LevelBrowser_KeywordFilter_UncheckAll=All Levels
- LevelBrowser_LevelVisible_Tooltip=Toggle Level Visibility
- LevelBrowser_LightMapsMemory=Lightmaps
- LevelBrowser_LockLevel_Tooltip=Lock Level
- LevelBrowser_MakeCurrentMoveActorsToThisLevel=Make Level Current & Move Selected Actors To It
- LevelBrowser_Menu_LevelMemorySizeData=Level Memory/Size Data
- LevelBrowser_MoveActorsToThisLevel=Move Selected Actors To This Level
- LevelBrowser_Properties=Level Properties...
- LevelBrowser_RemovingDirtyLevelFromWorld=You are about to remove dirty levels from the world and your changes to these levels will be lost. -Proceed?
- LevelBrowser_ShadowMapsMemory=Shadowmaps
- LevelBrowser_ToolTip=Show the level browser
- LevelBrowser_ViewMenu=Level
- LevelColorationSF=Level Coloration
- LevelLightingDirtyTooltip=Lighting Needs to be Rebuilt (Click to rebuild!)
- LevelLightingNotDirtyTooltip=Lighting is Up to Date
- LevelOperationProgress_MoveActorsToLevel=Moving Actors Between Levels...
- LevelViewportColorPicker_Title=Select a Color
- LevelViewportContext_AssignMaterial=Assign from Content Browser
- LevelViewportContext_AssignMaterialMultiple=Assign from Content Browser (All Components of Actors)
- LevelViewportContext_Bookmarks=Bookmarks
- LevelViewportContext_ClearCurrentLevelGridVolume=Clear Current Level Grid Volume
- LevelViewportContext_Copy=Copy\tCtrl+C
- LevelViewportContext_CopyMaterialPath=Copy Material Path to Clipboard
- LevelViewportContext_Cut=Cut\tCtrl+X
- LevelViewportContext_EditMaterialInterface=Edit Material...
- LevelViewportContext_FindKismetF=Find `~ in UnrealKismet...\tCtrl+K
- LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser=Find Streaming Volume Levels in Level Browser...
- LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser_Help=Opens the Level Browser and selects all levels associated with the currently selected streaming volume or level grid volume
- LevelViewportContext_ForcePlayFromHere=Force Play From Here (no startup kismet)
- LevelViewportContext_ForcePlayFromHere_Desc=Check if we want to force PIE to start in exact place, suppressing kismet. It forces all levels to be streamed in, skips all level begin events and sets all matinees to be skipable.
- LevelViewportContext_JumpToBookmark=Jump To Bookmark
- LevelViewportContext_JumpToBookmarkNum=`~
- LevelViewportContext_JumpToRestoreBookmark=Jump To Bookmark (Restore)
- LevelViewportContext_JumpToRestoreBookmarkNum=`~
- LevelViewportContext_LevelMenu=Level
- LevelViewportContext_LockActorMovement=Lock Actor Movement
- LevelViewportContext_MakeLevelGridVolumeCurrent=Make Level Grid Volume Current
- LevelViewportContext_MoveCamerasToActor=Go to Actor\tHome
- LevelViewportContext_Paste=Paste\tCtrl+V
- LevelViewportContext_PasteHere=Paste Here
- LevelViewportContext_PlayFromHere=Play from Here
- LevelViewportContext_PlayFromHereInViewport=Play from Here in Viewport
- LevelViewportContext_PlayFromHereInViewport_Desc=Play at this location in this editor viewport. Holding Control will start in spectator mode.
- LevelViewportContext_PlayFromHereInViewport_VisibleOnly=Play from Here in Viewport (visible levels)
- LevelViewportContext_PlayFromHere_Desc=Play at this location in an editor window. Holding Control will start in spectator mode.
- LevelViewportContext_PlayFromHere_VisibleOnly=Play from Here (visible levels)
- LevelViewportContext_PlayLevelMenu=Play Level
- LevelViewportContext_PlayOnF=Play on `~
- LevelViewportContext_PlayOn_Desc=Play at the current location on `~. Holding Control will start in spectator mode.
- LevelViewportContext_PropertiesF=`~ Properties...\tF4
- LevelViewportContext_Properties_MultipleF=`~ Properties (`~ Selected)...\tF4
- LevelViewportContext_Reverse=Reverse\tShift+Q
- LevelViewportContext_SaveBrushAsCollision=Set Collision from Builder Brush...
- LevelViewportContext_SelectAllActorsOfTypeF=Select All `~ Actors
- LevelViewportContext_SelectAllActorsOfTypeFWithArchetype=Select All `~ Actors with Archetype `~
- LevelViewportContext_SelectAllBrushes=Select All Brushes
- LevelViewportContext_SelectAllBrushesOfTypeF=Select All `~s
- LevelViewportContext_SelectAllSurfaces=Select All Surfaces\tShift+S
- LevelViewportContext_SelectBasedActors=Select Attached Actors
- LevelViewportContext_SelectMenu=Select
- LevelViewportContext_SetBookmark=Set Bookmark
- LevelViewportContext_SetBookmarkNum=`~\tCtrl+`~
- LevelViewportContext_SnapOriginToGrid=Snap Origin to Grid\tCtrl+End
- LevelViewportContext_SnapVerticesToGrid=Snap Vertices to Grid
- LevelViewportContext_SurfaceProperties=Surface Properties...\tF5
- LevelViewportContext_SurfaceProperties_MultipleF=Surface Properties (`~ Selected)...
- LevelViewportContext_SyncBaseMaterial=Find Base Material in Content Browser...\tCtrl+Shift+B
- LevelViewportContext_SyncContentBrowser=Find in Content Browser...\tCtrl+B
- LevelViewportContext_SyncMaterial=Find Material in Content Browser...\tCtrl+Shift+B
- LevelViewportContext_SyncMaterialInstance=Find Instance in Content Browser...
- LevelViewportContext_SyncTexture=Find Texture in Content Browser...
- LevelViewportOptions_DefaultShowFlags=Reset to Default
- LevelViewportOptions_DetailLighting=Detail Lighting\tAlt+4
- LevelViewportOptions_LightComplexity=Light Complexity\tAlt+7
- LevelViewportOptions_LightMapDensity=LightMap Density
- LevelViewportOptions_LightingOnly=Lighting Only\tAlt+5
- LevelViewportOptions_Lit=Lit\tAlt+3
- LevelViewportOptions_LitLightmapDensity=Lighting Only with Texel Density
- LevelViewportOptions_Reflections=Image Reflections Only
- LevelViewportOptions_ShaderComplexity=Shader Complexity
- LevelViewportOptions_TextureDensity=Texture Density\tAlt+6
- LevelViewportOptions_Unlit=Unlit\tAlt+2
- LevelViewportOptions_Wireframe=Wireframe\tAlt+1
- LevelViewportToolBar_OptionsButton_ToolTip=Viewport Options Right Click for Show Flags Quick Menu
- LevelViewportToolBar_RealTime=Real Time | Ctrl+R
- LevelViewportToolBar_ToggleGameView_ToolTip=Enables 'Game View' mode which displays a more accurate preview of the game's graphics | G
- LevelViewportToolbar_DetailLighting=Detail Lighting | Alt+4
- LevelViewportToolbar_LightComplexity=Light Complexity | Alt+7
- LevelViewportToolbar_LightMapDensity=LightMap Density
- LevelViewportToolbar_LightingOnly=Lighting Only | Alt+5
- LevelViewportToolbar_Lit=Lit | Alt+3
- LevelViewportToolbar_LitLightmapDensity=Lighting Only with Texel Density
- LevelViewportToolbar_PlayInViewportStart=Play in Viewport -Alt+F8
- LevelViewportToolbar_PlayInViewportStop=Stop the current Play in Editor world.
- LevelViewportToolbar_ShaderComplexity=Shader Complexity
- LevelViewportToolbar_TextureDensity=Texture Density | Alt+6
- LevelViewportToolbar_Unlit=Unlit | Alt+2
- LevelViewportToolbar_Wireframe=Wireframe | Alt+1
- Levels=Levels
- LightComplexity=Light Complexity
- LightDiffuseSF=Diffuse Lighting
- LightDirectSF=Direct Lighting
- LightEmissiveSF=Emissive Lighting
- LightFiveColor="Light Five"
- LightFourColor="Light Four"
- LightFunctionsSF=Light Functions
- LightIndirectSF=Indirect Lighting
- LightInfluencesSF=Light Influences
- LightMapDensity=LightMap Density
- LightMapDensityRenderingOptions=LightMap Density Rendering Options
- LightMapDensityRenderingOptionsToolTip=Shows the LightMap Density Rendering view mode options
- LightMapExportData=Export Light Map to Background Folder
- LightMapPopupMenu=Lightmap Options
- LightMapRatioAdjust=Lightmap Resolution Adjustment
- LightMapRatioAdjustToolTip=Shows the LightMap Resolution Adjustment window
- LightMapResolution=Lightmap Resolution
- LightOneColor="Light One"
- LightPicker1_Title=Light One Details
- LightPicker2_Title=Light Two Details
- LightPicker3_Title=Light Three Details
- LightPicker4_Title=Light Four Details
- LightPicker5_Title=Light Five Details
- LightQuality=Build Quality:
- LightQuality_High=High
- LightQuality_Medium=Medium
- LightQuality_Preview=Preview
- LightQuality_Production=Production
- LightRadiusSF=Light Radius\tR
- LightSSRSF=Screen Space Reflections
- LightShaftsSF=Light Shafts
- LightSpecularSF=Specular Lighting
- LightThreeColor="Light Three"
- LightTwoColor="Light Two"
- Lighting=Lighting
- LightingBuildInfo=Lighting Build Info
- LightingBuildInfoToolTip=Shows the timings and unmapped texels of the last lighting build
- LightingBuildOptions_ShowLightingBuildInfo=Show lighting stats after build completes
- LightingChannels=Lighting Channels
- LightingInfo=Lighting Info
- LightingOnly=Lighting Only
- LightingResults=Lighting Results
- LightingResultsToolTip=Shows the results of the last lighting build
- LightingStaticMeshInfo=Lighting StaticMesh Info
- LightingStaticMeshInfoToolTip=Shows the lighting information for StaticMeshes
- LightingTimings=Lighting Timings
- LightingTimingsToolTip=Shows the timings of the last lighting build
- LightingTools=Lighting Tools
- LightingToolsTip=Shows the Lighting Tools window
- LightingToolsWindow_WindowTitle=Lighting Tools
- LightmapResRatioWindow_WindowTitle=Lightmap Resolution Ratio
- LightmapResolution=Lightmap Resolution
- LightmapResolutionSF=Lightmap Resolution
- LightmassSettings=Lightmass Settings
- LikeToKeepExistingCollision=Would You Like To Keep Existing Collision Data?\nAnswering 'No' Will Replace Existing Data With Data From Imported Mesh.
- Linear=Linear
- LinearAcceleration=Linear Acceleration
- LinearVelocity=Linear Velocity
- LinkCrowdDestinations=Link Crowd Destinations\tCtrl+Shift+L
- LinkEditInvalF=Set new InVal for this link's endpoint. -Range is [%.3f, %.3f].
- LinkEvent=Link Event
- LinkObject=Link Object
- LinkedObjEditor_NavHistory_BackTooltip=Navigate Back
- LinkedObjEditor_NavHistory_ForceRemoveNavDataWarning=The history you have attempted to navigate to contains references to data that are no longer valid and has been discarded.
- LinkedObjEditor_NavHistory_ForwardTooltip=Navigate Forward
- LinkedObjEditor_NavHistory_PulldownTooltip=Navigation History
- LinkedObjectModify=LinkedObject Modify
- List=List
- Lit=Lit
- LitLightmapDensity=Lighting Only w/ Texel Density
- LoDChooseText=Choose LOD
- Load=Load
- LoadAssetF=Load `~
- LoadConfig=Load Config
- LoadErrorMsg=The following resources were not found when loading the map. -Any references to them were set to NULL.\nWARNING : If you save the map now, these references will be saved as NULL.
- LoadErrors=Load Errors
- LoadKeyConfig=Load Key Configuration
- LoadedPresets= All Presets
- LoadingMapStatus_CleaningUp=(Clearing existing world)
- LoadingMapStatus_Initializing=(Initializing world)
- LoadingMap_F=Loading map: `~...
- LoadingPackage=Loading package
- LoadingPackagef=Loading package `~
- Local=Local
- LocalStandalone=Local Standalone
- LocalizationID=Localization ID
- Location=Location
- Lock=LOCK
- LockAllLevels=Lock All
- LockCamera=Lock Camera
- LockFramePlayback=Lock Frame Playback
- LockReadOnlyLevels=Lock read only levels
- LockSelectedActorsQ=Lock Selected Actors?
- LockSelectedLevels=Lock Selected Levels
- LockedQ=Locked?
- Log=Log
- LogBrowser_ToolTip=Show the log browser
- LogBrowser_ViewMenu=Log
- LoopSection=Loop Section
- LoopSimulation=Loop Simulation
- LoopSound=Loop Sound
- Low=Low
- LvlMakeCurrent=Make Current
- LvlToggleBoundingBox=Bounding Box
- LvlToggleVis=Visibility
- MKAnimationTool=MK Animation Tool
- MKBoneMatchViewer=MK Bone Match Viewer
- MKBoneMatcher=MK Bone Matcher
- MKMapErrorHelpURL=http://twiki/bin/view/MK/MKMapCheckWarningAndErrorInfo
- MORE=\nMORE...Please see log window for complete listing.\n
- MP3SoundCueMissing=The Sound Cue is not defined for the "`~" Kismet node
- MRU=MRU
- MWY_SetTeamTag=Set Team Tag
- MainBrushMenu_CSGAdd=CSG Add\tCtrl+A
- MainBrushMenu_CSGDeintersect=CSG Deintersect\tCtrl+D
- MainBrushMenu_CSGIntersect=CSG Intersect\tCtrl+I
- MainBrushMenu_CSGSubtract=CSG Subtract\tCtrl+S
- MainBuildMenu_Lighting=Lighting\tCtrl+Shift+;
- MainEditMenu_SelectAll=Select All
- MainEditMenu_SelectBuilderBrush=Select Builder Brush\tF2
- MainEditMenu_SelectNone=Select None
- MainFileMenu_NewLevel=New Level...
- MainFileMenu_SaveModified=Save Modified...
- MainMenu_AddAVolume_ToolTip=Add a `~
- MainMenu_AdjustDragGridSize_ToolTip=Adjust the Drag Grid size
- MainMenu_AdjustRotationGridAngle_ToolTip=Adjust the Rotation Grid angle
- MainMenu_AdjustScaleGridSize_ToolTip=Adjust the Scale Grid size
- MainMenu_AlwaysOptimizeContentForMobile=Always Optimize Content for Mobile
- MainMenu_AlwaysOptimizeContentForMobile_ToolTip=When enabled, additional optimizations will be applied to levels and assets in the editor to prepare them for mobile devices
- MainMenu_AlwaysRemapKeysToFlightCamera=Use WASD for Camera Controls
- MainMenu_AlwaysRemapKeysToFlightCamera_Desc=When enabled, the WASD keys will be used to pilot the perspective camera around. -Additionaly, the Z and C keys may be used to zoom in and out, and the Q and E keys will move the camera up and down.
- MainMenu_AspectRatioAxisConstraint=Aspect Ratio Constraint
- MainMenu_AspectRatioAxisConstraint_MaintainXFOV=Maintain X Axis FOV
- MainMenu_AspectRatioAxisConstraint_MaintainYFOV=Maintain Y Axis FOV
- MainMenu_AspectRatioAxisConstraint_MajorAxisFOV=Maintain Major Axis FOV
- MainMenu_AutoAddNewSaves=Auto Add New Saves to Perforce
- MainMenu_AutoAddNewSaves_ToolTip=Automatically adds files to the default changelist when saved (and they are no revisions of them)
- MainMenu_AutoLoadMap=Auto load Map
- MainMenu_AutoLoadMap_ToolTip=Select which map to auto load on editor startup
- MainMenu_AutoLoadPackages=Auto load JSON Files...
- MainMenu_AutoLoadPackages_ToolTip=Select which packages to be fully loaded on editor startup
- MainMenu_AutoOpenPackages=Auto open JSON Files...
- MainMenu_AutoOpenPackages_ToolTip=Select which packages to be opened in their editors on editor startup
- MainMenu_AutoReimportTextures=Auto Reimport Textures
- MainMenu_AutoReimportTextures_Desc=Automatically reimport textures when the source texture changes
- MainMenu_AutoRestartReimportedFlashMovies=Apply GFx Movie Changes to Play In Editor
- MainMenu_AutoRestartReimportedFlashMovies_Desc=Apply GFx Movie Changes to Play In Editor
- MainMenu_AutoRestartReimportedFlashMovies_ToolTip=When enabled, changes to GFx movies will be propagated to currently playing instances in PIE
- MainMenu_AutoUpdatingBSP=Auto Updating BSP Visualization
- MainMenu_AutoUpdatingBSP_ToolTip=If selected, BSP will auto update when a brush actor is modified. -Ctrl+Alt+U can be used to toggle this option. -WARNING: Geometry still needs to be manually rebuild prior to playing a level.
- MainMenu_AutosaveContent_ToolTip=Toggle the auto saving of content packages on/off
- MainMenu_AutosaveMaps_ToolTip=Toggle the auto saving of map packages on/off
- MainMenu_CenterZoomAroundCursor=Zoom to Cursor Position
- MainMenu_CenterZoomAroundCursor_ToolTip=Zooming will be centered around the cursor. -If off, it will center on the viewport's center.
- MainMenu_ChangeAutoSaveInterval_ToolTip=Change the auto save interval
- MainMenu_ChangeLanguage_ToolTip=Change the language used by the editor to `~ (requires editor restart)
- MainMenu_CleanBSPMaterials_ToolTip=Clear material references from stray BSP
- MainMenu_ClickBSPSelectsBrush=Clicking BSP Selects Brush
- MainMenu_ClickBSPSelectsBrush_ToolTip=If selected, clicking on a BSP surface selects the brush and Ctrl+Shift+Click selects the surface. -Otherwise, Ctrl+Shift+Click selects the brush and clicking selects the surface
- MainMenu_ConvertTerrainToLandscapes_ToolTip=Convert legacy terrains into new landscapes
- MainMenu_DefaultToRealtimeMode=Perspective Viewports Default to Real Time
- MainMenu_DefaultToRealtimeMode_ToolTip=Default to Real Time Mode for Perspective Views
- MainMenu_DistributionToggle=Use Curves for Distributions
- MainMenu_EmulateMobileFeatures=Emulate Mobile Features
- MainMenu_EmulateMobileFeatures_ToolTip=Toggles emulation of mobile input and rendering on PC (enables touch based input, disables gamma correction, certain post processes, directional light maps, etc.)
- MainMenu_EnableD3D11=Enable DirectX 11 Rendering
- MainMenu_EnableD3D11_ToolTip=Enables the DirectX 11 rendering path
- MainMenu_FindActors=Find Actors...
- MainMenu_FindActors_Desc=Search for actors in the scene
- MainMenu_Help_OnlineHelp=Online Help...
- MainMenu_Help_OnlineHelp_ToolTip=Go to online UDN help site
- MainMenu_Help_SearchUDN=Search UDN...
- MainMenu_Help_SearchUDN_ToolTip=Search UDN for information
- MainMenu_Help_StartupTip=Display Startup Tip...
- MainMenu_Help_StartupTip_ToolTip=Displays the Startup Tip dialog window with helpful information about using the editor
- MainMenu_Help_UDKForums=UDK Forums...
- MainMenu_Help_UDKForums_ToolTip=Go to the online UDK forums lots of help and advice is available here from other users
- MainMenu_Help_WelcomeScreen=Show Welcome Screen...
- MainMenu_Help_WelcomeScreen_ToolTip=Summon the Welcome Screen
- MainMenu_HighlightWithBrackets=Highlight Selected Objects with Brackets
- MainMenu_HighlightWithBrackets_ToolTip=When enabled, selected objects will be highlighted by brackets in all modes.
- MainMenu_JournalUpdate_ToolTip=Schedule asset database update for next offline restart.
- MainMenu_LinkedOrthographicViewports=Link Orthographic Viewport Movement
- MainMenu_LinkedOrthographicViewports_ToolTip=If checked all orthographic viewports are linked to the same position and move together.
- MainMenu_LoadSimpleLevelAtStartup=Load Simple Level At Startup
- MainMenu_LoadSimpleLevelAtStartup_Tooltip=Loads a sample level when the editor starts
- MainMenu_LockReadOnlyLevels_ToolTip=Prevent modifications to read only levels
- MainMenu_MatQualityToggle=Use low quality materials
- MainMenu_NeverRemapKeysToFlightCamera=Never Use WASD for Camera Controls
- MainMenu_NeverRemapKeysToFlightCamera_Desc=Disables WASD camera controls, freeing up those buttons for other uses
- MainMenu_OpenEditorPreferences=UnrealEd Preferences...
- MainMenu_OpenEditorPreferences_ToolTip=Opens a window for configuring various UnrealEd settings and preferences
- MainMenu_OpenMatinee=UnrealMatinee
- MainMenu_OpenMatinee_Desc=Open UnrealMatinee
- MainMenu_PIEVisibleOnly=Only Load Visible Levels in PIE
- MainMenu_PIEVisibleOnly_ToolTip=When enabled, only currently visibles will be loaded in PIE
- MainMenu_PSysLODRealtimeToggle=Enable Particle System LOD
- MainMenu_PanMovesCanvas=Grab and Drag to Scroll Ortho Cameras
- MainMenu_PanMovesCanvas_ToolTip=Click and drag will translate the camera in an orthographic view or canvas window, one to one with the mouse cursor movement. -If off, it will translate the camera freely.
- MainMenu_Preferences=Preferences
- MainMenu_Preferences_FlightCameraOptions=Flight Camera Controls
- MainMenu_Preferences_Language=Editor Language
- MainMenu_PromptSCCOnPackageModification=Prompt for Checkout on Package Modification
- MainMenu_PromptSCCOnPackageModification_Desc=When enabled, any time a package under source control is modified, a prompt will appear asking to check it out.
- MainMenu_PsysHelperToggle=Enable ParticleSystem Helpers
- MainMenu_RegenAllProcBuildingLODTex_ToolTip=Regenerate all Procedural Building render to textures
- MainMenu_RegenAllProcBuildings_ToolTip=Rebuild all Procedural Buildings
- MainMenu_RegenSelectedProcBuildingLODText_ToolTip=Regenerate selected Procedural Building render to textures
- MainMenu_RegenSelectedProcBuildings_ToolTip=Rebuild selected Procedural Buildings
- MainMenu_RemapKeysToFlightCameraWithRMB=Use WASD Only When Right Mouse Button is Held
- MainMenu_RemapKeysToFlightCameraWithRMB_Desc=When enabled, WASD camera controls will only be active while the right mouse button is held down
- MainMenu_RemoveSpatialGrid=Remove Spatial Grid
- MainMenu_RemoveSpatialGridToolTip=Deletes the Spatial Grid from the level
- MainMenu_ReplaceRespectsScale=Preserve Actor Scale on Replace
- MainMenu_ReplaceRespectsScale_ToolTip=If on, replacing an actor respects scale. If off, replacing an actor sets the new actor's scale to 1.0
- MainMenu_ReplaceSkeletalMeshActors_ToolTip=Replace all Skeletal Mesh actors
- MainMenu_ResetSuppressibleDialogs=Reset All Suppressible Dialog Boxes to Show
- MainMenu_ResetSuppressibleDialogs_ToolTip=Reset all suppressible dialog boxes so that they show their warning
- MainMenu_SelectBuilderBrush_ToolTip=Select the Builder Brush
- MainMenu_SelectTranslucent=Allow Translucent Selection
- MainMenu_SelectTranslucent_ToolTip=Enables selection of translucent objects in perspective viewports
- MainMenu_SetFileListeners_ToolTip=Select which directories to monitor changes in
- MainMenu_ShowSocketNames=Show Socket Names
- MainMenu_SnapAngleType_ToolTip=Change the Snap Angle type
- MainMenu_ToggleLODLocking=LOD View Locking
- MainMenu_ToggleQuickProcBuilding=Enable Quick ProcBuilding Mode
- MainMenu_ToggleSocketSnapping=Enable Socket Snapping
- MainMenu_ToggleSpatialGridDrawing=Toggle SpatialGrid Drawing
- MainMenu_ToggleSpatialGridDrawing_ToolTip=Toggle the drawing of the Spatial Grid
- MainMenu_ToggleTranslucentSelection=Allow Translucent Selection
- MainMenu_ToggleTranslucentSelection_ToolTip=When enabled, allows translucent objects to be selected.
- MainMenu_UnlockReadOnlyLevels_ToolTip=Permit modifications to read only levels
- MainMenu_UseStrictBoxSelection=Use Strict Box Selection in Ortho Viewports
- MainMenu_UseStrictBoxSelection_Desc=When enabled, an object must be entirely encompassed by the selection box to be selected.
- MainMenu_UseWireframeHalos=Enable Wireframe Halos (Perspective Views)
- MainMenu_UseWireframeHalos_Desc=Enable wireframe halo post processing
- MainMenu_ViewportCameraToUpdateFromPIV=Use Camera Location from Play In Viewport
- MainMenu_ViewportCameraToUpdateFromPIV_ToolTip=Sets the viewport camera location and rotation to match that of Play in Viewport upon exiting
- MainMenu_ViewportHoverFeedback=Highlight Objects Under Mouse Cursor
- MainMenu_ViewportHoverFeedback_ToolTip=When enabled, objects will be highlighted in level viewports while hovering over them with the mouse cursor.
- MainStatusBar_CurrentLevelF=Current Level: -`~
- MainStatusBar_CurrentLevelGridVolumeF=Current Grid: -`~ -(Level: `~)
- MainToolBar_ContentBrowser=Open the Content Browser | Ctrl+Shift+F
- MainToolBar_FavoritesButton_ToolTip=Toggle Map File as Favorite
- MainToolBar_MatineeListDropDown=Open UnrealMatinee | -Opens an existing UnrealMatinee sequence for editing
- MainToolBar_MatineeListDropDown_NoMatineeExists=No UnrealMatinee sequences exist yet. -You can create a new sequence by opening UnrealKismet, right clicking on the canvas and selecting, 'New Matinee'.
- MainToolBar_OpenRecentLevel=Open a recent level. -Shows a list of recently loaded levels to choose from.
- MainToolBar_PIEVisibleOnly_ToolTip=Only Load Visible Levels in PIE
- MainToolBar_PlayInEditorPlay_ToolTip=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode -F8
- MainToolBar_PlayInEditorStop_ToolTip=Stop the current Play in Editor world.
- MainToolBar_RealTimeAudio=Toggle Real Time Audio. Right click to adjust volume
- MainToolBar_SelectTranslucent_ToolTip=Allow Translucent Selection
- MainToolsMenu_NewProject=New Project...
- MainViewMenu_Fullscreen=Fullscreen\tF11
- MakeActorLevelCurrentF=Make Current Level: `~\tM
- MakeActorLevelCurrentMultiple=Make Current Level: <multiple levels>
- MakeActorLevelGridVolumeCurrentF=Make Current Level Grid Volume: `~
- MakeActorLevelGridVolumeCurrentMultiple=Make Current Level Grid Volume
- MakeAllGroupsInvisible=Make All Groups Invisible
- MakeAllGroupsVisible=Make All Groups Visible
- MakeAllLayersVisible=Make All Layers Visible
- MakeCurrent=Make Current
- Explore=Explore...
- MakeLogicConnection=Make Logic Connection
- MakeNewBody=MAKE NEW BODY... (DblClick in TreeControl)
- MakeSequencesAdditive=Create Additive Sequence
- Mantle=Mantle
- MapCheck=Check for errors
- MapCheckGoto=MapCheckDlg: Goto Actors
- MapCheck_Button_Check_Again = Check Again(F5)
- MapCheck_Column_CriticalError=Critical Error
- MapCheck_Column_Error=Error
- MapCheck_Column_Info=Info
- MapCheck_Column_Note=Note
- MapCheck_Column_PerformanceWarning=Performance Warning
- MapCheck_Column_Warning=Warning
- MapCheck_DeleteActor=Delete Actor from World
- MapCheck_DeleteAll=Delete All Actors from World
- MapCheck_Filter_CriticalError=Show Critical Errors
- MapCheck_Filter_Error=Show Errors
- MapCheck_Filter_Info=Show Info
- MapCheck_Filter_Kismet=Show Kismet Warnings
- MapCheck_Filter_MobilePlatform=Show Mobile Platform Warnings
- MapCheck_Filter_Note=Show Notes
- MapCheck_Filter_PerformanceWarning=Show Performance Warnings
- MapCheck_Filter_Warning=Show Warnings
- MapCheck_Group_Kismet=Kismet
- MapCheck_Group_MobilePlatform=Mobile Platform
- MapCheck_Message_AbstractClass=`~::`~ is obsolete and must be removed (Class is abstract)
- MapCheck_Message_ActorInSameLocation='`~' in same location as '`~'
- MapCheck_Message_ActorIsObselete_Abstract=`~ : Obsolete and must be removed! (Class is abstract)
- MapCheck_Message_ActorIsObselete_Deprecated=`~ : Obsolete and must be removed! (Class is deprecated)
- MapCheck_Message_ActorLargeShadowCaster=`~ : Large actor casts a shadow and will cause an extreme performance hit unless bUseBooleanEnvironmentShadowing is set to TRUE
- MapCheck_Message_AttachedNodeDoesntExistInAllLODSkeletalMesh=`~ : InterpActor is attached to a node which doesn't exist in all LODs of the skeletal mesh
- MapCheck_Message_AudioComponentNull=`~ : Ambient sound actor has NULL AudioComponent property please delete
- MapCheck_Message_BadDepthPriorityGroup=Actor is in Editor depth priority group
- MapCheck_Message_BlockRigidBodyWithRigidBody=`~ : InterpActor's StaticMeshComponent has BlockRigidBody but is based on an actor with PHYS_RigidBody
- MapCheck_Message_BothConstraintsNull=`~ : both of RB_ConstraintActor's ConstraintActors are NULL
- MapCheck_Message_BothConstraintsStatic=`~ : both of RB_ConstraintActor's ConstraintActors are static
- MapCheck_Message_BrushComponentNull=`~ : Brush has NULL BrushComponent property please delete
- MapCheck_Message_BrushRotationFixed=`~ : Brush rotation fixed
- MapCheck_Message_BrushZeroPolygons=`~ : Brush has zero polygons please delete
- MapCheck_Message_CameraAspectRatioIsZero=Camera has AspectRatio=0 please set this to something non zero
- MapCheck_Message_CantLoadHiresMesh=Unable to load high res source mesh '`~' for simplified mesh '`~'
- MapCheck_Message_CleanBSPMaterials=Run 'Clean BSP Materials' to clear `~ unnecessary materal references
- MapCheck_Message_ConstraintInstanceNull=`~ : RB_ConstraintActor actor has NULL ConstraintInstance property please delete
- MapCheck_Message_ConstraintSetupNull=`~ : RB_ConstraintActor actor has NULL ConstraintSetup property please delete
- MapCheck_Message_ContainsUnloadedStreamingLevel=Contains streaming level '`~' which isn't loaded
- MapCheck_Message_CylinderComponentNull=`~ : NavigationPoint has NULL CylinderComponent please delete
- MapCheck_Message_DecalComponentNoReceivers=`~ : Decal actor does not have any overlapping actors
- MapCheck_Message_DecalComponentNull=`~ : Decal actor has NULL Decal property please delete
- MapCheck_Message_DecalMaterialInstanceStaticMesh=`~::`~ : Material instance '`~' refers to a decal material '`~' but is applied to a static mesh
- MapCheck_Message_DecalMaterialNULL=`~::`~ : Decal's material is NULL
- MapCheck_Message_DecalMaterialStaticMesh=`~::`~ : Decal material '`~' is applied to a static mesh
- MapCheck_Message_DeprecatedClass=`~::`~ is obsolete and must be removed (Class is deprecated)
- MapCheck_Message_DoorMarkerNoDoor=`~ : DoorMarker with no door
- MapCheck_Message_DuplicateLevelInfo=Duplicate level info
- MapCheck_Message_DynamicBVNotPlayerButRB=`~ : DynamicBlockingVolume does not block players but does block ragdolls (BlockRigidBody is TRUE)
- MapCheck_Message_DynamicPylonGenerator=Dynamic pylon should use Recast generator when there are other Recast pylons on level.
- MapCheck_Message_DynamicStaticMeshComponent=`~ : DynamicSMActor has NULL StaticMeshComponent property please delete
- MapCheck_Message_DynamicStaticMeshNull=`~ : DynamicSMActor has a StaticMeshComponent with NULL StaticMesh property
- MapCheck_Message_ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'
- MapCheck_Message_ExtraCostZero=Extra Cost cannot be less than zero
- MapCheck_Message_FSNotForProduction=FS Commands should not be used for production. -This is for prototyping only '`~' (Originator)
- MapCheck_Message_FilenameIsTooLongForCooking=Filename '`~' is too long this may interfere with cooking for consoles. -Unreal filenames should be no longer than `~ characters.
- MapCheck_Message_FixedUpDeletedLayerWeightmap=`~ : Fixed up deleted layer weightmap
- MapCheck_Message_FixedUpIncorrectLayerWeightmap=`~ : Fixed up incorrect layer weightmap texture index
- MapCheck_Message_FixedUpSharedLayerWeightmap=Fixed up shared weightmap texture for layer `~ in component '`~' (shares with '`~')
- MapCheck_Message_FogVolumeMaterialNotSetupCorrectly=FogVolumeActor's Material is not setup to be used with Fog Volumes
- MapCheck_Message_FracturedCompVertLightMaps=Fractured component '`~' using vertex lightmaps so will waste a lot of memory use texture lightmaps instead
- MapCheck_Message_FracturedSMNeedsReslicing=`~ : Fractured Static Mesh needs to be resliced
- MapCheck_Message_HiddenInterpActorUsingDefaultCube=`~ : Hidden InterpActor that is using a 'default' cube mesh and has a DLE which is enabled. -If this mesh is never made visible: the DLE should be DISABLED and bAcceptsLights should be set to FALSE (`~)
- MapCheck_Message_InstancedStaticMesh_Texture_Size=The lightmap needed for a cluster of instanced meshes is larger than 4096x4096. You should reduce LightMapResolution for static mesh '`~' from `~, or reduce the number of instances per cluster (currently `~).
- MapCheck_Message_InvalidActorAtRouteListIndex=`~ : RouteList Index `~ Has Invalid Actor
- MapCheck_Message_InvalidDrawscale=`~ : Invalid DrawScale/DrawScale3D
- MapCheck_Message_InvalidSceneCaptureComponent=`~ : No or invalid scene capture component please delete
- MapCheck_Message_JumpCannotBeMade=Jump to '`~' cannot be successfully made
- MapCheck_Message_JumpPads=`~ : Jumppads not allowed in zero or positive gravity volumes
- MapCheck_Message_KActorWithNoBlockRigidBodyAndNoJoints=`~ : KActor has BlockRigidBody set to FALSE and no joints
- MapCheck_Message_KAssetPhysicsAssetNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL physics asset
- MapCheck_Message_KAssetSkeletalComponentNull=`~ : KAsset actor has NULL SkeletalMeshComponent property please delete
- MapCheck_Message_KAssetSkeletalMeshNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL skeletal mesh
- MapCheck_Message_KismetAutoAdjustEnabled=`~ : Modify Cover: Auto Adjust is enabled. -This is very expensive. -Autoadjust will soon be removed, use toggle to avoid breakage
- MapCheck_Message_KismetDeprecatedPropLinkedVar=Kismet object `~ has a deprecated property `~ referenced by a linked variable: `~
- MapCheck_Message_KismetFailToModify=Kismet object `~ will fail to modify Actor referenced through a linked variable: `~
- MapCheck_Message_KismetSeqVarCharObsolete=`~ is obsolete! Replace it with a player variable and an Assign Player Slot action
- MapCheck_Message_KismetStaticActorRef=Static actor referenced by kismet object `~ (Originator)
- MapCheck_Message_KismetStreamInTexturesInvalidDuration=`~ : StreamInTextures using an invalid duration. -Please specify a positive number of seconds
- MapCheck_Message_LandscapeCollisionPostLoad_Warning=Landscape (`~) has overlapping collision components at (`~, `~).
- MapCheck_Message_LandscapeComponentPostLoad_Warning=Landscape (`~) has overlapping render components at location (`~, `~).
- MapCheck_Message_LandscapeLayerInfo_CollisionWarning=LandscapeLayerInfoObject (`~) collides with a previous object with LayerName (`~). The newer one will not be used in Landscape edit mode.
- MapCheck_Message_LandscapeNoLandscapeInfo_Warning=Landscape (`~) has no valid LandscapeInfo, so it cannot be edited. If this level is a part of a streaming level set, open the the persistent level and sublevels, and resave them.
- MapCheck_Message_LandscapePostLoad_Warning=Landscape (`~) was originally created as a persistient level. Adding this as a sublevel when there are other components from the same Landscape in other streaming levels could cause problems.
- MapCheck_Message_Landscape_Warning_MobileSupport=Landscape is currently unsupported on Mobile Platforms
- MapCheck_Message_LegacySpeedTree=`~ : SpeedTreeActor has legacy USpeedTree resource! Please overwrite `~ with a new Speedtree 5.0
- MapCheck_Message_LensFlareComponentNull=`~ : LensFlareSource actor has NULL LensFlareComponent property please delete
- MapCheck_Message_LevelGridVolumes=LevelGridVolumes are only allowed in the persistent level
- MapCheck_Message_LevelStreamingVolume=`~ : LevelStreamingVolume is not in the persistent level please delete
- MapCheck_Message_LightComponentNull=`~ : Light actor has NULL LightComponent property please delete
- MapCheck_Message_MassiveLODParenting=LOD Parent does not have MassiveLODDistance set
- MapCheck_Message_MatchingLightGUID='`~' has same light GUID as '`~' (Duplicate and replace the orig with the new one)
- MapCheck_Message_MeshSimplificationNeeded=High res source mesh '`~' for simplified mesh '`~' appears to have changed. -You should use the Mesh Simplification tool to update the simplified mesh
- MapCheck_Message_ModifyPropertyPrototypingOnly=`~ : 'Modify Property' is for prototyping only and should be removed
- MapCheck_Message_MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'
- MapCheck_Message_MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'
- MapCheck_Message_MoreMaterialsThanReferenced=More overriden materials (`~) on static mesh component than are referenced (`~) in source mesh '`~'
- MapCheck_Message_MultipleDominantDirectionalLights=Multiple DominantDirectionalLights detected please delete all but one
- MapCheck_Message_MultipleDominantLights=Maps have multiple dominant lights affecting one primitive, these will show up red in lighting complexity and render incorrectly on consoles
- MapCheck_Message_NavMeshOutOfDate=Navigation Mesh Data was generated with a version of the engine which is too old rebuild pathing
- MapCheck_Message_NavPointAboveStallZ=NavigationPoint is above level's StallZ
- MapCheck_Message_NavPointBadBase=`~ : Navigation point not on valid base or too close to steep slope
- MapCheck_Message_NavPointLocationInvalid=`~ : This type of NavigationPoint cannot be based on '`~'
- MapCheck_Message_NavPointTooClose=`~ : May be too close to other navigation points
- MapCheck_Message_NavPointTouchesJumpPad=`~ : NavigationPoints must not touch jumppads
- MapCheck_Message_NeedInterpActorBase=`~ : LiftCenter not based on an InterpActor
- MapCheck_Message_NeedMorePlayerstarts=Only `~ PlayerStarts in this level (need at least `~)
- MapCheck_Message_NegativeOrZeroDistance=Negative or zero distance to '`~'
- MapCheck_Message_NoDamageType=`~ : Causes damage but has no DamageType defined
- MapCheck_Message_NoFixedUpDeletedLayerWeightmap=`~ : No LayerInfo is available, need to add LayerInfos properly.
- MapCheck_Message_NoJumpTarget=`~ : No JumpTarget set for this JumpPad
- MapCheck_Message_NoLadderVolume=`~ : Ladder is not in a LadderVolume
- MapCheck_Message_NoLevelsAssociatedWithStreamingVolume=`~ : No levels are associated with streaming volume.
- MapCheck_Message_NoLiftCenter=`~ : No LiftCenter associated with this LiftExit
- MapCheck_Message_NoLiftExit=`~ : No LiftExits associated with this LiftCenter
- MapCheck_Message_NoLightingChannels=Actor has bAcceptsLights set but does not have bAcceptsDynamicLights, bAcceptsStaticLights or bAcceptsXRayLights set
- MapCheck_Message_NoNavigationPoints=No navigation point list. -Paths define needed
- MapCheck_Message_NoNeedDynamicNavPoint=`~ : No need for dynamic NavigationPoint when base is non static `~
- MapCheck_Message_NoPathsFromPoint=`~ : has no paths, and is not inside the navmesh! (If this is a destination or something for players only set bDestinationonly=TRUE
- MapCheck_Message_NoSisterPortal=`~ : No SisterPortal
- MapCheck_Message_NoSlotsWithWave=`~::`~ : AmbientSoundNonLoop has no Slots containing a Wave
- MapCheck_Message_NoSounds=`~::`~ : Ambient sound's AmbientProperties has a NULL Wave
- MapCheck_Message_NonAmbientSoundNonLoopInstance=`~::`~ : AmbientSoundNonLoop has a non USoundNodeAmbientNonLoop SoundNodeInstance
- MapCheck_Message_NonApprovedRuleset=Using non approved ruleset '`~'
- MapCheck_Message_NonCoPlanarPolys=`~ : Brush has non coplanar polygons
- MapCheck_Message_NotPlaceable=`~ : Not placeable and should be removed
- MapCheck_Message_NotReachableFromAll=Cannot reach '`~' from this node
- MapCheck_Message_NotUsingALightEnv=Skeletal Mesh component '`~' not using a light environment or custom lighting channels this will be inefficient and have incorrect lighting
- MapCheck_Message_NullAmbientProperties=`~::`~ : Ambient sound has NULL AmbientProperties
- MapCheck_Message_NullSoundNodeInstance=`~::`~ : Ambient sound has NULL SoundNodeInstance
- MapCheck_Message_ObjectiveCollidingComponentWithNonUniformScaling=`~ : Objective with colliding component using non uniform scaling
- MapCheck_Message_OnlySpecialPathsFromPoint=Only special action path to world: `~
- MapCheck_Message_PSysCompErrorBadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
- MapCheck_Message_PSysCompErrorEmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
- MapCheck_Message_PSysCompErrorEmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
- MapCheck_Message_ParticleSystemComponentNull=`~ : Emitter actor has NULL ParticleSystemComponent property please delete
- MapCheck_Message_PathNodeInvalidGUID=Nav '`~' has an invalid GUID. -You may need to rebuild paths
- MapCheck_Message_PhysRigidBodyNoCollisionComp=`~ : Set to PHYS_RigidBody but has no CollisionComponent
- MapCheck_Message_PlanarBrush=`~ : Brush is planar
- MapCheck_Message_PlayerStartInvalid=`~ : PlayerStart is not useable
- MapCheck_Message_PortalMarkerFailed=`~ : Failed to add PortalMarker
- MapCheck_Message_ProductionLighting=Maps not built with production lighting
- MapCheck_Message_PylonGroundPosOutsideBounds=Pylon's ground position is outside its expansion bounds this pylon will not build paths
- MapCheck_Message_PylonNoGeom=Unable to find collision geometry within expansion bounds this pylon will not build paths
- MapCheck_Message_PylonNoGroundPos=Could not find ground position for pylon this pylon will not build paths
- MapCheck_Message_PylonOutsideBounds=Pylon is outside its expansion bounds this pylon will not build paths
- MapCheck_Message_PylonsInsideEachOther='`~.`~' and '`~.`~' are inside each other's bounds! One pylon can be in another's bounds, but not both
- MapCheck_Message_RebuildLighting=Maps need lighting rebuilt
- MapCheck_Message_RebuildPaths=Paths need to be rebuilt
- MapCheck_Message_ReferencesLinksInDifferentNavNetwork=`~ : Contains references to links in different navigation networks
- MapCheck_Message_RepairedPaintedVertexColors=`~ : Repaired painted vertex colors
- MapCheck_Message_SameLocation=`~ is in the same location as `~
- MapCheck_Message_SamePathNodeGUID=Nav '`~' shares GUID with '`~'
- MapCheck_Message_SavedWithNewerVersion=Package '`~' has been saved with engine version newer than current and therefore won't be possible to save. -CurrEngineVersion: `~ -VersionSavedWith: `~
- MapCheck_Message_SceneCaptureNull=`~ : SceneCaptureActor has NULL SceneCapture property please delete
- MapCheck_Message_ShadowCasterUsingBoundsScale=Actor casts dynamic shadows and has a BoundsScale greater than 1! This will have a large performance hit
- MapCheck_Message_SharesQueuePoint=Shares a QueuePoint '`~' with '`~'
- MapCheck_Message_SimpleCollisionButNonUniformScale='`~' has simple collision but is being scaled non uniformly collision creation will fail
- MapCheck_Message_SimpleLightmapModTextureButIncorrectCompression='`~' has a simple lightmap modifiaction texture assigned, but the texture's compression settings are incorrect (should be TC_SimpleLightmapModification)
- MapCheck_Message_SingleStaticActor=`~ : RB_ConstraintActor actor is connected to a single static actor
- MapCheck_Message_SkelMeshActorAnimTreeTemplateAssigned=`~ : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its AnimTreeTemplate set to None
- MapCheck_Message_SkelMeshActorAnimationsAssignedIncorrectly=`~ : SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
- MapCheck_Message_SkelMeshActorMATAnimTreeTemplateNotAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
- MapCheck_Message_SkelMeshActorMATAnimationsAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
- MapCheck_Message_SkelMeshActorNoPhysAsset=SkeletalMeshActor '`~' casts shadow but has no PhysicsAsset assigned. -The shadow will be low res and inefficient
- MapCheck_Message_SkeletalMeshComponent=`~ : Skeletal mesh actor has NULL SkeletalMeshComponent property
- MapCheck_Message_SkeletalMeshNull=`~ : Skeletal mesh actor has NULL SkeletalMesh property
- MapCheck_Message_SlotFailedAlignToSurface=`~ : Slot `~ failed to align to surface
- MapCheck_Message_SlotNoCoverType=`~ : Slot `~ has no CoverType
- MapCheck_Message_SoundCueNull=`~ : Ambient sound actor's AudioComponent has a NULL SoundCue property
- MapCheck_Message_StaticFalse=`~ : bStatic false but is true by default map will fail in netplay
- MapCheck_Message_StaticMeshComponent=`~ : Static mesh actor has NULL StaticMeshComponent property please delete
- MapCheck_Message_StaticMeshNull=`~ : Static mesh actor has NULL StaticMesh property
- MapCheck_Message_StaticMeshWithNullBodySetup=`~ : KActor has a StaticMeshComponent whose StaticMesh's BodySetup is NULL
- MapCheck_Message_StaticPhysNone=`~ : bStatic true, but has Physics set to something other than PHYS_None
- MapCheck_Message_TerrainErrorInvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ `~
- MapCheck_Message_TerrainErrorMaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication `~
- MapCheck_Message_TerrainErrorMaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
- MapCheck_Message_TerrainErrorMissingShaderMap=TERRAIN MATERIAL: Missing shader map `~
- MapCheck_Message_TerrainErrorNormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
- MapCheck_Message_TerrainWarningLayerMissingSetup=`~ : Layer missing setup at index `~
- MapCheck_Message_TerrainWarningMobileSupport=Terrain is currently unsupported on Mobile Platforms
- MapCheck_Message_TrashcanReference='`~' references trashcan object '`~' ('`~' > -'`~')
- MapCheck_Message_UnfilteredSkeletalMeshDecal=`~::`~ : Movable Decal is attached to a SkeletalMesh but has no Filter set. -This will result in a significant performance penalty
- MapCheck_Message_UselessPathNode=`~ is unnecessary and should be removed
- MapCheck_Message_UsingExternalObject=`~ : Externally referenced
- MapCheck_Message_VertexColorsNotMatchOriginalMesh=`~ (LOD `~) has hand painted vertex colors that no longer match the original StaticMesh (`~)
- MapCheck_Message_VolumeActorCollisionComponentNULL=`~ : Volume actor has NULL collision component please delete
- MapCheck_Message_VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius please delete
- MapCheck_ToolTip_Copy=Copies this list to the clipboard
- MapCheck_ToolTip_Delete=Removes the selected actor from the current level
- MapCheck_ToolTip_DeleteAll=Removes all actors from the current level whose errors are best solved by deleting the actor
- MapCheck_ToolTip_Goto=Goes to the physical location of the actor within the level. If the asset is not an actor, open its editor window instead
- MapSaved=Map Saved
- MapScaling=Map scaling
- MappingType=Current Type
- MatchingBrush=Matching Brush
- MatchingGroups=Matching Groups
- MatchingItems=Matching Items
- MatchingResolution=Matching Lightmap Resolution
- MatchingResolution_Current=Matching Resolution (Current level)
- MatchingTexture=Matching Texture
- Material=Material
- MaterialBoneManager=Material Bone Manager
- MaterialEditor=Material Editor
- MaterialEditorBreakAllConnections=Material Editor: Break All Connections
- MaterialEditorBreakConnection=Material Editor: Break Connection
- MaterialEditorCaption_F=Unreal Material Editor: `~
- MaterialEditorCleanUnusedExpressions=Material Editor: Clean Unused Expressions
- MaterialEditorConvert=Material Editor Convert Operation
- MaterialEditorDelete=Material Editor: Delete
- MaterialEditorEditProperties=Material Editor: Edit Properties
- MaterialEditorMakeConnection=Material Editor: Make Connection
- MaterialEditorMoveConnections=Material Editor: Move Connections
- MaterialEditorNewComment=Material Editor: New Comment
- MaterialEditorNewCompound=Material Editor: New Compound
- MaterialEditorNewExpression=Material Editor: New Expression
- MaterialEditorNoMaterialFunctionSelected=No Material Function was selected in the Content Browser
- MaterialEditorPaste=Material Editor: Paste
- MaterialEditorResizeComment=Material Editor: Resize Comment
- MaterialEditorTogglePreview=Material Editor: Toggle Preview
- MaterialEditor_HideInactiveNodes=Hide Inactive Material Nodes
- MaterialEditor_PreviewNodeStart=Preview Node On Mesh
- MaterialEditor_PreviewNodeStop=Stop Previewing Node
- MaterialExpressions=Material Expressions
- MaterialFunctions=Material Functions
- MaterialInstanceConstantEditor=Edit Existing InstanceConstant
- MaterialInstanceEditor=Material Instance Editor
- MaterialInstanceEditorCaption_F=Unreal Material Instance Editor: `~
- MaterialInstanceFloatValue_F= (`~)
- MaterialInstanceFontValue_F= (Font=`~ Page=`~)
- MaterialInstanceNameTaken_F=The material instance name you specified is already taken: `~
- MaterialInstanceParent=Material Instance Parents
- MaterialInstanceParent_F=Material Instance Parents: `~
- MaterialInstanceTextureValue_F= (`~)
- MaterialInstanceTimeVaryingEditor=Edit Existing InstanceTimeVarying
- MaterialInstanceVectorValue_F= (R=`~, G=`~, B=`~, A=`~)
- MaterialInstance_F=Material Instance `~
- MaterialNodes=Material Nodes
- MaterialNodeCategory_Label=Category:
- MaterialNodeCategory_All=All
- MaterialNodeCategory_Expressions=Expressions
- MaterialNodeCategory_Functions=Functions
- Materials=Materials
- MaterialsMenu=Materials
- MaterialsSubMenu=Materials...
- Matinee=Matinee
- MatineeActionAlreadyOpen=Selected Matinee Action Is Being Edited Please Close Before Doing This.
- MatineeCamAnimMode=UnrealMatinee (CameraAnim mode)
- MaxHullVerts=Max Hull Verts
- MaxInVal=MaxInVal
- MaxUVStretchingText=Max UV Stretching
- Maximize_Viewport=Maximize Viewport
- MaximumDensity=Maximum Density
- Medium=Medium
- MemorizeSet=Memorize Set
- Memory=Memory
- MenuAssignMaterialToActor=Assign Material to Selected Actor
- MenuAssignMaterialToMultipleActors=Assign Material to Selected Actors
- Merge=Merge
- MergeFacesQ=Merge Faces?
- MergeMaterialSuccess=Success\nMerged From `~ Materials To `~.
- MergePolys=Merge polys
- MergeScale=Merge Scale
- MergeStaticMesh=Merge StaticMesh (Add Core)
- MergeVisibleLevels=Merge Levels into New Level
- MergeVisibleLevelsPromptCancelMerge=Cancel Merge
- MergeVisibleLevelsPromptDiscardHidden=Discard Hidden
- MergeVisibleLevelsPromptKeepHidden=Keep Hidden
- MergeVisibleLevelsPromptMessage=This operation will merge all levels into a single new level. -Some of the levels are currently hidden. -Discard the hidden levels?
- Merging=Merging
- Mesh=Mesh
- MeshHasDifferentRoot=Root Bone is '`~' instead of '`~'.\nDiscarding existing LODs.
- MeshImport=Static Mesh Import
- MeshList=Mesh List
- MeshMenu=Mesh
- MeshNone=Mesh: None
- MeshPaintMode_TexturePaint_Commit=Committing Texture Paint Changes: `~
- MeshPaintMode_TexturePaint_Transaction=Texture Paint
- MeshPaintMode_Warning_Commit=You have uncommitted texture paint changes.\nWould you like to commit them now?
- MeshPaintWindow_WindowTitle=Mesh Paint
- MeshParticlesSF=Mesh Particles
- MeshPreset=Mesh Preset:
- MeshProperties=Mesh Properties
- MeshProxy_ActorsMustBeInSameLevel=All actors must belong to the same level to create a proxy mesh.
- MeshProxy_Create=Create Mesh Proxy
- MeshProxy_CreatingMaterial=Creating material for mesh proxy...
- MeshProxy_CreatingProxy=Creating mesh proxy...
- MeshProxy_Destroy=Destroy Mesh Proxy
- MeshProxy_DestroyingProxy=Destroying mesh proxy...
- MeshProxy_GroupNotFound=Group Not Found
- MeshProxy_IgnoreVertexColorsLabel=Ignore Vertex Colors
- MeshProxy_MaterialTypeLabel=Material Type
- MeshProxy_Merge=Merge
- MeshProxy_MultipleActorsSelected=Multiple Actors Selected
- MeshProxy_MultipleGroupsSelected=Multiple Groups Selected
- MeshProxy_NoGroupSelected=No Group Selected
- MeshProxy_NoGroupSelection=Group Selection Disabled
- MeshProxy_NotEnoughStaticMeshesInGroup=Not Enough Static Meshes In Group
- MeshProxy_OnScreenSizeLabel=On Screen Size (pixels)
- MeshProxy_PreserveOriginalSettings=Do you wish to remerge using the original settings?\n`~
- MeshProxy_Recreate=Recreate Mesh Proxy
- MeshProxy_RecreatingProxy=Recreating mesh proxy...
- MeshProxy_Remerge=Remerge
- MeshProxy_TextureSizeLabel=Texture Resolution
- MeshProxy_Unmerge=Unmerge
- MeshSimp_BoneLodSettings=Skeleton Simplification
- MeshSimp_BoneTargetPercentage=Number of Bones (%)
- MeshSimp_DesiredQuality=Desired Quality
- MeshSimp_GenerateLODFailed_F=An error occurred while simplifying the geometry for mesh '`~'. -Consider adjusting simplification parameters and re simplifying the mesh.
- MeshSimp_GeneratingLOD_F=Generating LOD`~ for `~...
- MeshSimp_HighImportance=High
- MeshSimp_HighestImportance=Highest
- MeshSimp_ImportanceOff=Off
- MeshSimp_LODVertexInfluenceWarning=LOD`~ of `~ has alternate bone weightings. Simplification will cause these weightings to be lost.
- MeshSimp_LicenseRequired_F=The mesh `~ has been simplified. A Simplygon license is required but the Simplygon library is not present. The mesh has been reverted to its original state.
- MeshSimp_LowImportance=Low
- MeshSimp_LowestImportance=Lowest
- MeshSimp_MaxBonesPerVertex=Max Bones Per Vertex
- MeshSimp_NoMeshAssignedToStaticMeshActor_F=Cannot simplify the selected mesh '`~' because it doesn't have a StaticMesh assigned.
- MeshSimp_NoRawTriangles_F=Source triangles are not available for `~. Normals must be recomputed.
- MeshSimp_NormalImportance=Normal
- MeshSimp_NormalMode=Normals
- MeshSimp_NormalsThreshold=Hard Edge Angle Threshold
- MeshSimp_NumberOfTriangles=Number of Triangles (%)
- MeshSimp_OrigMeshStatsGroup=Original Mesh
- MeshSimp_PixelError=Allowed Pixel Error
- MeshSimp_PreserveSmoothingGroups=Preserve Smoothing Groups
- MeshSimp_QualityDeviation= Max Deviation
- MeshSimp_QualityReductionMethod=Simplification Type
- MeshSimp_RecomputeNormals=Recompute Normals
- MeshSimp_RecomputeNormalsHard=Recompute Normals (Hard)
- MeshSimp_RecomputeNormalsSmooth=Recompute Normals (Smooth)
- MeshSimp_RepairOptions=Repair Options
- MeshSimp_ShadingImportance=Shading
- MeshSimp_SilhouetteImportance=Silhouette
- MeshSimp_Simplify=Simplify
- MeshSimp_SimplifyAllSelectedDialogTitle=Simplify Meshes
- MeshSimp_SimplifyLOD_F=Simplify LOD`~
- MeshSimp_SimplifyingMesh_F=Simplifying LOD`~ of `~...
- MeshSimp_SimplifyingMeshes=Simplifying meshes...
- MeshSimp_SkinningImportance=Animation
- MeshSimp_SrcVertexInfluenceWarning=The source model for `~ has alternate bone weightings. The simplified mesh will not have those weightings.
- MeshSimp_TextureImportance=Texture
- MeshSimp_TriangleCount_F=Triangles: `~
- MeshSimp_VertexCount_F=Vertices: `~
- MeshSimp_ViewDistance=View Distance
- MeshSimp_WeldingThreshold=Welding Threshold
- MeshSimp_WindowTitle=Mesh Simplification
- MeshTrisBones_F=Mesh: `~ -Tris: `~ -Bones: `~
- Message=Message
- MessageList=Message List
- Message_ASEImportVertexPercentageResults=Generated `~ vertices from `~ imported (`~ increase).
- MidLevel=Mid Level
- MinInVal=MinInVal
- MinimumBoneSize=Minimum Bone Size
- Mirror=Mirror
- MirrorAnimation=Mirror Animation
- MirrorAttachLoc=Mirror Attachment Location
- MirrorTable:=Mirror Table:
- MirrorTableBad=Mirror Table Bad.\n\nProblem Bones:\n`~
- MirrorTableOK=Mirror Table OK
- MirrorXAxis=Mirror X Axis
- MirrorYAxis=Mirror Y Axis
- MirrorZAxis=Mirror Z Axis
- MirroringActors=Mirroring Actors
- Misc=Misc
- MissingCollisionSF=Missing Collision
- MissingFilename=Missing filename
- MissingFiles=Missing Files
- MissingObjects=Missing Objects
- MissingScaleFactor=Missing scale factor
- MixMatchSockets=Cannot copy/paste sockets as they are incompatible (skeletal vs. static mesh)
- MixerSetting=Editor Mixer State Setting
- MobileMP3FileCapitalizationDoesNotMatch=The capitalization for the file "`~.mp3" does not match between the `~ music resources.
- MobileMP3FileMissing=The file "`~.mp3" is missing from the `~ music resources.
- MobileMP3FilenameEmpty=The mp3 filename is empty for the "`~" Kismet node
- MobilePreview=Mobile Previewer
- ModeButtonGroupLabel=Modes
- ModeWidgetsSF=Mode Widgets
- Modifier_F=Modifier [`~]
- Modifiers=Modifiers
- ModifyBackgroundMusic=Modify Background Music Track
- ModifyBlendControl=Modify Blend Control Subtrack
- ModifyCameraShakeControl=Modify Camera Shake Control
- ModifyCharFX=Modify Character Effects
- ModifyCharacterSound=Modify Character Sound
- ModifyClothControl=Modify Cloth Control Subtrack
- ModifyDamageRegions=Modify Damage Regions
- ModifyDismembermentRegions=Modify Dismemberment Regions
- ModifyGameCamBlendKey=Modify Blend Key
- ModifyMeshInList=Modify
- ModifyPoints=Modify Points
- ModuleDeleteConfirm=Module state is different in other LOD levels.\nAre you sure you want to delete it?
- ModuleDump=Module Dump
- Module_ColorScaleOverLife_SetupParticleParam=Set up particle parameter
- Module_LocationBoneSocket_AutoFill=Auto fill Bone/Socket Names
- Module_LocationBoneSocket_EditorMeshNoBones=Editor mesh has no bones.
- Module_LocationBoneSocket_EditorMeshNoSockets=Editor mesh has no sockets.
- Module_LocationBoneSocket_NoEditorMesh=No editor mesh is set.
- Module_LocationVertSurface_AutoFill=Auto fill Bone Names
- Modules=Modules
- MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'.
- MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'.
- Morph=Morph
- MorphNodePose=Morph Pose
- MorphSet=MorphSet
- MorphTarget=MorphTarget
- MorphTargetSet=MorphTargetSet
- MorphTargets=MorphTargets
- MotionBlurSF=Motion Blur
- MotionRadius=Motion Radius
- Motorise=Enable Motor
- MotoriseBelow=Enable Motors Below..
- MoveActiveTrackOrGroup=Move Active Track Or Group
- MoveActorToGrid=Move Actors To Grid
- MoveAnimDown=Move Anim Sequence Down In List
- MoveAnimUp=Move Anim Sequence Up In List
- MoveCameraToInvisLevelActor_Message=Attempted to move camera to actors whose levels are currently not visible:\n`~
- MoveCameraToInvisLevelActor_Title=Hidden Actors
- MoveCameraToPoint=Teleport to Point\tCtrl+T+Click
- MoveCenterSelection=Move to Center of Selection
- MoveConstraint=Move Constraint
- MoveDownSuperGroup=Move Super Group Down
- MoveElement=Move Element
- MoveEmitter=Move Emitter
- MoveEndMarker=Move End Marker
- MoveHere=Move Here
- MoveHereSnapped=Move Here (snapped)
- MoveLoopEndMarker=Move Loop End Marker
- MoveLoopStartMarker=Move Loop Start Marker
- MoveOrRenameLevel=Move or Rename Level
- MoveSelectedActorsToCurrentLevel=Move Selected Actors To Current Level
- MoveSelectedActorsToCurrentLevelGridVolume=Move Selected Actors to Current Level Grid Volume
- MoveSelectedKeys=Move Selected Keys
- MoveSequence=Move Sequence(s) to selected AnimSet
- MoveToFaces=Move To Faces
- MoveToTrashE=Move To Trash
- MoveUpSuperGroup=Move Super Group Up
- MoveWithReferences=Move With References
- MoveWithReferencesQ= Move With References?
- Multiple=Multiple
- MultipleCopy=Copy\Paste Dialog
- MultipleFilesSelectedForLOD=You May Only Select One File For LOD
- MultipleHKXRigidBodies=Multiple rigid bodies found in HKX file
- MultiplePropertyValues=<multiple values>
- MustBeAtLeastOneCollisionBody=A mesh must contain at least 1 collision primitive.
- MwyUIGFxReImport=Re Import Scaleform Movie
- NRSAudioLanguageMenu=Set NRSAudio Language
- Name=Name
- NameInput=Name Input
- NameSequence=Name Sequence
- NameSuffix=Name Suffix
- NamedVariable=Named Variable
- NamedVariableUse=Named Variable Use
- NamesCantBeingWithSpace=Name properties can't contain spaces. -Trimming leading spaces.
- NamesCantBeingWithUnderscore=Name properties can't begin with an underscore. -Trimming leading underscores.
- Navigation=Navigation
- NavigationNodesSF=Navigation Nodes\tN
- NeedSimpCollisionForFracture=This mesh requires a collision model to make a fractured mesh.
- NeedsSlicing=, NEEDS SLICING
- NeedsToCloseMatineeQ=This command must close UnrealMatinee. -Continue?
- NeedsToFullyLoadPackageF=Package `~ is not fully loaded. Do you want to fully load it? Not doing so will abort the '`~' operation.
- New=New
- NewAction=New Action
- NewAnimNode=New Animation Node
- NewAnimOffset=New Anim Offset
- NewAnimRate=New Anim Rate
- NewAnimSequence=New Animation Sequence
- NewAnimSet=New AnimSet
- NewBone=New Bone
- NewCinema=New Cinema
- NewClassName=New Class Name
- NewComment=New Comment
- NewCommentWithHotkey=New Comment\tC
- NewComponentName=New Component Name
- NewCondition=New Condition
- NewConsoleEvent=New Console Event
- NewControlBase=New Skeletal Control
- NewCut=New Cut
- NewE=New...
- NewEmitter=New Emitter
- NewEmitterLeft=New Emitter Before
- NewEmitterRight=New Emitter After
- NewEvent=New Event
- NewEventKey=New Event Key
- NewEventName=New Event Name
- NewEventUsing_F=New Event Using `~
- NewEventsUsing_F=New Events Using `~,...
- NewF=New `~
- NewFHelp=New `~\t`~
- NewFolderName=New Folder Name
- NewFromFileE=New From File...
- NewGroup=New Group
- NewGroupName=New Group Name
- NewKeyTime=New Key Time
- NewKeyValue=New Key Value
- NewLayer=New Layer
- NewLength=New Length
- NewLevel=New Level...
- NewLevelDlg=New Level
- NewLevelE=New Level...
- NewLevelFromSelectedActors=New Level From Selected Actors
- NewMapScreen_Title=New Map
- NewMaterialName=New Material Name:
- NewMeshMissingBoneFromLOD=New mesh is missing bone '`~' required by an LOD. LOD will be removed.
- NewMorphNode=New Morph Node
- NewMorphTargetName=New MorphTarget Name
- NewMorphTargetSet=New MorphTargetSet
- NewName=New Name
- NewNotify=New Notify
- NewObject=New Object
- NewObjectInvalidLocation=This is not a valid location for a new Sequence Object.
- NewObjectVarUsing_F=New Object Var Using `~
- NewObjectVarsUsing_F=New Object Vars Using `~,...
- NewOffset=New Offset
- NewOverride=New Name
- NewPhysicsAsset=New Physics Asset
- NewProjectWindow_Title=New Project Wizard
- NewProject_Error_BuildScript=Failed to build scripts for new project.
- NewProject_Error_CopyFile=Failed to copy file.
- NewProject_Error_CreateDir=Failed to create install directory.
- NewProject_Error_DiskSpace=Failed to find sufficient disk space.
- NewProject_Error_FindTemplate=Failed to find project template folder.
- NewProject_Error_InstallDir=Invalid install directory.
- NewProject_Error_LaunchProj=Failed to launch new project editor.
- NewProject_Error_Manifest=Invalid manifest file.
- NewProject_Error_NoError=No error.
- NewProject_Error_ProjName=Invalid project name.
- NewProject_Error_ReadFile=Failed to read file.
- NewProject_Error_ShortName=Invalid short project name. -Please ensure that the short name starts with a letter and only contains a combination of letters, numbers, hyphens and underscores. -Spaces and other special characters are not allowed.
- NewProject_Error_SourceDir=Invalid source directory.
- NewProject_Error_WriteFile=Failed to write file.
- NewRemoteEvent=New Remote Event
- NewSeqKey=New Sequence
- NewSequence=New Sequence
- NewSequenceName=New Sequence Name
- NewSkelControlChain=New SkelControl Chain
- NewSocket=New Socket
- NewSoundClass=New Sound Class
- NewTerrainE=New Terrain...
- NewTerrainWizard=New Terrain Wizard
- NewTime=New Time
- NewTrack=NewTrack
- NewTrackName=New Track Name
- NewTransitionTime=New Transition Time
- NewValue=New Value
- NewVar=New Var
- NewVarName=New Variable Name
- NewVariable=New Variable
- NewVolume=New Volume
- NewWrappedComment=New Comment (Wrap)
- New_F=New `~
- NextRealtimeDebugging=Run to Next Action (Alt+F10) (Right click for options)
- NextRealtimeDebuggingAny=Any
- NextRealtimeDebuggingBreakpoint=Downstream
- NextRealtimeDebuggingSelected=Selected
- No=No
- NoActiveTrack=No active track selected. Highlight a track from the list on the left side of the window before adding a keyframe.
- NoAnimSeqsFound=No AnimSequences Found. Have You Added Some AnimSets To The Group's AnimSets Array?
- NoCustomSortSections=No sections in the mesh are TRISORT_Custom. See the mesh's LODInfo properties.
- NoDestinationAnimSetSelected=No destination AnimSet selected in Browser.
- NoFileSelectedForLOD=No .PSK File Selected For LOD
- NoFractureInfo=Before slicing, please click the Generate button to create the chunk splits for this mesh.
- NoGroupToDuplicate=Must Select A Group Before Duplicating
- NoHKXPhysicsData=No physics data found in HKX file
- NoLODToRemove=No LODs To Remove!
- NoLevelsAssociatedWithStreamingVolume=No levels are associated with streaming volume.
- NoMaterialFoundCreate=The currently assigned material instance cannot be edited. -Do you want to create a new material instance?
- NoMorphDataLabel=No Morph data present for this mesh.
- NoPhysChunk=Spawn No Physics
- NoPhysChunks=No Physics Chunks
- NoPropagation=No Propagation
- NoResults=No Results
- NoSkelMeshSelected=No SkeletalMesh Selected.\nSelect the SkeletalMesh in the Content Browser that you want to use as the new Default SkeletalMesh for this PhysicsAsset.
- NoSocketSetsInMesh=No socket sets in mesh!
- NoSocketsToPaste=No Sockets in Clipboard to Paste.
- NoSoundCueSelected=Cannot Add Sound. No SoundCue or Audio Event Selected In Browser.
- NoSourceSkelMeshSelected=No SkeletalMesh selected in Browser.
- NoToAll=No to All
- NonDSA=Non DSA Group
- NonSolid=Non Solid
- NonSolidMesh=Nonsolid (contains gaps or holes)
- NonSolids=Non Solids
- NonZeroExtent=Non Zero Extent
- None=None
- Normal=Normal
- NotAnHKXFile=This is not a valid Havok HKX file
- NotBound=(Not Bound)
- Notes=Notes
- NothingToKeyframe=Nothing to keyframe, or selected object can't be keyframed on this type of track.\nFor example, you can't move a StaticMesh, you must instead use a Mover.
- Notifies=Notifies
- NotifyDisableAllPSys=Disable All PSys Previews
- NotifyEnableAllPSys=Enable All PSys Previews
- NotifyRefreshAllData=Refresh all Notifier Data
- NotifyRefreshAllDataHelp=Reloads all data associated with Notifiers, such as Anim Trail Data.
- NotifyType=Notify Type
- NumChunks=Num Chunks
- NumLightMapLights=Num LightMap Lights
- NumPrimitives_F=Num Primitives: -`~
- NumShadowMapLights=Num ShadowMap Lights
- OK=OK
- OKToAll=OK To All
- Object=Object
- ObjectAssignmentsFailed=Failed to assign `~ to the `~ property, see log for details.
- ObjectContext_ApplySkeletonTypePreset=Apply Skeleton Based INI Preset Values
- ObjectContext_BulkExport=Bulk Export to Folder...
- ObjectContext_CaptureThumbnailsFromPlayInEditorViewport=Capture Thumbnail from PIE Viewport
- ObjectContext_CaptureThumbnailsFromViewport=Capture Thumbnail from Active Viewport
- ObjectContext_ClearCustomThumbnails=Clear Custom Thumbnail
- ObjectContext_ClearProtoSuppressWarnings=Clear prototype flag suppressing warnings
- ObjectContext_CompareSkeletons=Compare Skeletons...
- ObjectContext_CompileForPlatform=Compile material for:
- ObjectContext_CompressTexturesNow_F=Compressing `~ Textures that have Defer Compression set
- ObjectContext_ConsolidateObjs=Consolidate...
- ObjectContext_ConvertToCubemap=Convert to Cubemap...
- ObjectContext_ConvertToPanoramic=Convert to Panoramic image...
- ObjectContext_ConvertToSeeded=Convert to seeded modules
- ObjectContext_CopyMaterialParametersToClipboard=Copy parameters to clipboard
- ObjectContext_CopyParametersToClipboard=Copy parameters to clipboard.
- ObjectContext_CopyParticleParameters=Copy Parameters to Clipboard
- ObjectContext_CopyReferencesToClipboard=Copy Full Name to Clipboard
- ObjectContext_CopyTextureAdjustments=Copy Color Adjustments to Clipboard
- ObjectContext_CreateClothSet=Create New Cloth Set from Mesh...
- ObjectContext_CreateNewAnimSetFromMesh=Create New AnimSet from Mesh...
- ObjectContext_CreateNewApexEmitter=Create New Apex Emitter
- ObjectContext_CreateNewBasicIos=Create New Apex Basic IOS
- ObjectContext_CreateNewFluidIos=Create New Apex Fluid IOS
- ObjectContext_CreateNewGroundEmitter=Create New Apex Ground Emitter
- ObjectContext_CreateNewImpactEmitter=Create New Apex Impact Emitter
- ObjectContext_CreateNewIofx=Create New Apex IOFX
- ObjectContext_CreateNewMaterial=Create New Material...
- ObjectContext_CreateNewMaterialInstanceConstant=Create New Material Instance (Constant)...
- ObjectContext_CreateNewMaterialInstanceTimeVarying=Create New Material Instance (Time Varying)...
- ObjectContext_CreateNewPhysicsAsset=Create New Physics Asset...
- ObjectContext_CreateHipshiftPresetFromMesh=Create Hipshifting Preset from Mesh...
- ObjectContext_CreateStaticTexture=Create New Static Texture...
- ObjectContext_CreateSubArchetype=Create Sub Archetype...
- ObjectContext_Delete=Delete
- ObjectContext_Duplicate=Create a Copy...
- ObjectContext_EditCurves=Edit Force Field...
- ObjectContext_EditProperties=Properties...
- ObjectContext_EditSoundCueNodes=Properties and Sound Attenuation Nodes...
- ObjectContext_EditSoundWaveNodes=Sound Wave Node Properties...
- ObjectContext_EditUsingAITreeEditor=Edit Using AITree Editor...
- ObjectContext_EditUsingAnimSetViewer=Edit Using Anim Set Viewer...
- ObjectContext_EditUsingAnimTreeEditor=Edit Using AnimTree Editor...
- ObjectContext_EditUsingApexEditorWidgets=Edit Using Apex Widgets Editor
- ObjectContext_EditUsingBlendGridProfileEditor=Edit Using Blend Grid Profile Editor...
- ObjectContext_EditUsingCascade=Edit Using UnrealCascade...
- ObjectContext_EditUsingCurveEditor=Edit Using Curve Editor...
- ObjectContext_EditUsingFontEditor=Edit Using Font Editor...
- ObjectContext_EditUsingGasket=Edit Using Gasket...
- ObjectContext_EditUsingLensFlareEditor=Edit Using Lens Flare Editor...
- ObjectContext_EditUsingMaterialEditor=Edit Using Material Editor...
- ObjectContext_EditUsingMaterialInstanceEditor=Edit Using Material Instance Editor...
- ObjectContext_EditUsingMatinee=Edit Using Matinee...
- ObjectContext_EditUsingPhAT=Edit Using Physics Asset Tool...
- ObjectContext_EditUsingPostProcessEditor=Edit Using PostProcess Editor...
- ObjectContext_EditUsingRulesetEditor=Edit Using Facade...
- ObjectContext_EditUsingSoundClassEditor=Edit Using Sound Class Editor...
- ObjectContext_EditUsingSoundCueEditor=Edit Using Sound Cue Editor...
- ObjectContext_EditUsingSoundPreviewer=Edit Using Sound Previewer...
- ObjectContext_EditUsingSpeedTreeEditor=Edit Using Speed Tree Editor...
- ObjectContext_EditUsingSplineEditor=Edit Using Spline Editor...
- ObjectContext_EditUsingStaticMeshEditor=Edit Using Static Mesh Editor...
- ObjectContext_EditUsingTextureViewer=Edit Using Texture Viewer...
- ObjectContext_EditUsingUIEditor=Edit Using UI Editor...
- ObjectContext_EditUsingUISkinEditor=Edit Using Skin Editor...
- ObjectContext_ExportLightMapMeshes=Export Light Map Meshes (.OBJ)...
- ObjectContext_ExportToFile=Export to File...
- ObjectContext_FilterObjectTypesInAllTypes=Show Only `~ (in All Types)\t(Alt+DblClick)
- ObjectContext_FilterSelectedObjectTypes=Show Only `~\t(Alt+DblClick)
- ObjectContext_FindMaterialsUsingFunction=Find loaded Materials using this Function...
- ObjectContext_FindParentMaterial=Find Parent Material in Content Browser...
- ObjectContext_FlattenMaterialPalette=Flatten Material Palette to textures...
- ObjectContext_ForceDelete=Delete (force)
- ObjectContext_ForceRebuild=Force Rebuild
- ObjectContext_ForceReimport=Force Reimport
- ObjectContext_HotLoad=HotLoad
- ObjectContext_ImportLightMapMeshes=Import Light Map Meshes (.ASE)...
- ObjectContext_InsertMatureDialog=Insert Mature Dialog
- ObjectContext_MarkAsProtoSuppressWarnings=Mark as prototype suppressing warnings
- ObjectContext_Rename=Rename...
- ObjectContext_BulkMoveRename=Bulk Move or Rename...
- ObjectContext_PasteTextureAdjustments=Paste Color Adjustments
- ObjectContext_PasteTextureAdjustments_Applying_F=Applying color adjustments to `~ Textures
- ObjectContext_PasteTextureAdjustments_Undo=Paste Color Adjustments
- ObjectContext_PlaySound=Play Sound
- ObjectContext_RecompileMaterial=Recompile Material
- ObjectContext_ReimportApexAsset=Reimport Apex Asset
- ObjectContext_ReimportCAPItem=Reimport CAP Item Presets
- ObjectContext_ReimportClothAsset=Reimport Cloth Asset
- ObjectContext_ReimportDismembermentAsset=Reimport Dismemberment Asset
- ObjectContext_ReimportFont=Reimport Font
- ObjectContext_ReimportMuscleSet=Reimport Muscle Set
- ObjectContext_ReimportRagdollAsset=Reimport Ragdoll Asset
- ObjectContext_ReimportRigidBodyAsset=Reimport RigidBody Asset
- ObjectContext_ReimportSkeletalMesh=Reimport Skeletal Mesh
- ObjectContext_ReimportSoundNodeWave=Reimport Sound Node Wave
- ObjectContext_ReimportStaticMesh=Reimport Static Mesh
- ObjectContext_ReimportTexture=Reimport Texture
- ObjectContext_ReimportAnimSet=Reimport Anim Set
- ObjectContext_RebuildAnimSet=Rebuild Anim Set
- ObjectContext_ReimportVectorField=Reimport Vector Field
- ObjectContext_ResimplifyMesh=Resimplify Mesh...
- ObjectContext_ResliceFracturedMeshes=Reslice Fractured Meshes
- ObjectContext_ResourceCollection=Make Collection with Referenced Objects
- ObjectContext_SelectActorsUsingThis=Select Level Actors Using this Object
- ObjectContext_ShowAllReferencers=List All Referencers
- ObjectContext_ShowReferenceGraph=Show Reference Tree
- ObjectContext_ShowReferences=List Referenced Objects
- ObjectContext_SimplifyMesh=Simplify Mesh for Level...
- ObjectContext_StopSound=Stop Sound
- ObjectContext_SwizzleRB=Swap R and B Values on Texture
- ObjectContext_UpdateHipshiftPresetFromMesh=Update Selected Hipshifting Preset from Selected Mesh...
- ObjectContext_ViewCAPItem=View CAP Item Presets...
- ObjectContext_ViewCAPMaterialItem=View CAP Material Data...
- ObjectEditor_AnimBlendGrid=Anim Blend Grid Editor
- ObjectEditor_ColorPalette_F=Color Palette: `~
- ObjectEditor_MaterialPalette_F=Material Palette: `~
- ObjectEditor_MouseDelta_MoveF=Move Delta: (X: `.2~, Y: `.2~)
- ObjectEditor_MouseDelta_RotationF=Rotation Delta: `.2~`~
- ObjectEditor_MouseDelta_SizeF=Size Delta: (X: `.2~, Y: `.2~)
- ObjectEditor_SkelMeshInteractablet_F=Skeletal Mesh Interactable: `~
- ObjectNoReferences=Object '`~' doesn't refer to any non ignored objects.
- ObjectNone=Object: None
- ObjectNotReferenced=Object '`~' Is Not Referenced
- ObjectStatus_F=Object: [`~] -Status: `~
- ObjectTools_ExportObjects=Export Objects
- ObjectTools_ExportObjects_CancelRemaining=Would you like to cancel exporting the next `~ files as well?
- ObjectType=Object Type
- Object_F=Object: [`~]
- ObjectsSelectedF=Num of objects selected %i
- OnF=On `~
- OnlineHelp=Online Help...
- OnlyLayoutUVText=Layout using 0 channel (fast lightmap)
- OnlyReadOnlySocketSetsInMesh=This mesh only contains read only socket sets
- Opacity=Opacity
- OpacityMask=Op.Mask
- Open2DShape=Open 2D Shape
- Open=Open
- OpenCinema=Open Cinema
- OpenE=Open...
- OpenEWithHotkey=Open...\tCtrl+O
- OpenEdges=Open Edges
- OpenEdges_F=Open Edges: `~
- OpenInExternalEditor=Open in External Editor...
- OpenInPhATNow=Open In PhAT Now
- OpenMatinee=Open Matinee
- OpenNewFloatingViewport=New Floating Viewport
- OpenNewFloatingViewport_Error=Failed while trying to create a new floating viewport window.
- OpenNewFloatingViewport_OrthoXY=Orthographic Top (XY)
- OpenNewFloatingViewport_OrthoXY_Desc=Opens a new detached orthographic top (XY) window that can be freely moved and resized.
- OpenNewFloatingViewport_OrthoXZ=Orthographic Side (XZ)
- OpenNewFloatingViewport_OrthoXZ_Desc=Opens a new detached orthographic side (XZ) window that can be freely moved and resized.
- OpenNewFloatingViewport_OrthoYZ=Orthographic Front (YZ)
- OpenNewFloatingViewport_OrthoYZ_Desc=Opens a new detached orthographic front (YZ) window that can be freely moved and resized.
- OpenNewFloatingViewport_Perspective=Perspective
- OpenNewFloatingViewport_Perspective_Desc=Opens a new detached perspective window that can be freely moved and resized.
- OpenNewKismetWindow=Open New Window
- OpenObjectEditorAreYouSure_F="Are you sure you want to open `~ resource editors?"
- OpenPackage=Open Package
- OpenPackages=Open Packages
- OpenPackagesE=Open Packages...
- OpenParentSequence=Open Parent Sequence
- OpenSentinel=Open Sentinel
- OpenSequence=Open Sequence
- OpenTheFile_F=Open the file : '`~'
- OpenWithSelectedMesh=Open Anims With Source Mesh
- Optimize=Optimize
- Options=Options
- OrWithMemory=Or With Memory
- Order=Order
- OrientAlongBone=Orient Along Bone
- OriginalLocation=Original Location
- OutputDelayText=Delay:
- OverrideTextureChannel=Override Texture Channel
- OverrideTextureMip=Import Custom Mip
- Overriding=Overriding
- OverwriteCollisionData=Overwrite Existing Collision Data?\nAnswering 'Yes' Will Replace Existing Data With Data From Imported Mesh.
- OverwriteDuplicates=The following assets already exist. Overwrite these objects?\n\n`~
- OverwriteLinksInCoverGroup=CoverGroup: Overwrite Links
- OverwriteNavPointsInRoute=Route: Overwrite NavPoints
- PIENeedsToCloseMatineeQ='Play in Editor' must close UnrealMatinee. -Continue?
- POL=Polish (POL)
- PSys=Particle System
- PSysComp_Error_BadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
- PSysComp_Error_EmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
- PSysComp_Error_EmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
- PSysRealTime=PSys Real time Thumbs
- PTB=Brazilian Portuguese (PTB)
- PVRTCCompression_CompressingTextures=Compressing textures to PVRTC for mobile devices.
- PVRTCCompression_CompressingTexturesF=Compressing textures to PVRTC for mobile devices: `~ of `~
- Package=Package
- PackageAndName=Package & Name
- PackageBackup_MaintenanceWarning=Performing maintenance on package backup folder...
- PackageBackup_ValidityWarning=Determining package backup validity...
- PackageBackup_Warning=Backing up package...
- PackageBundleE=Package To Bundle To...
- PackageContext_BakeCloth=Generate Cloth Animation
- PackageContext_BatchProcess=Batch Process
- PackageContext_ClusterSounds=Cluster Sounds
- PackageContext_ClusterSoundsWithAtt=Cluster Sounds with Attenuation
- PackageContext_InsertRadioChirp=Insert Radio Chirp
- PackageFileIsReadOnly=Unable to save package to `~ because the file is read only!
- Packages=Packages
- Pan=Pan
- PanMode=Pan Mode
- PanU=Pan U
- PanV=Pan V
- ParamName=Name
- ParamValue=Value
- Parent=Parent
- ParentNode=Parent Node
- Parent_F=Parent: `~
- ParticleCopyParameters=Copy parameters to clipboard
- ParticlesSF=Sprite Particles
- Paste=Paste
- PasteA=Paste\tCtrl V
- PasteAsChild=Paste As Child
- PasteAsChildA=Paste As Child\tCtrl B
- PasteConnections=Paste Connections
- PasteFrom:="Paste From:"
- PasteGroup=Paste Group
- PasteGroupOrTrack=Paste Group/Track
- PasteHere=Paste Here
- PasteModule=Paste Module
- PasteSockets=Paste Sockets
- PasteSocketsA=Paste Sockets\tCtrl V
- PasteTextureToSurface=Paste Texture to Surface
- PasteToWorldOrigin=Paste To World Origin
- PasteTrack=Paste Track
- Patches=Patches
- Path=Path
- PathName=Path Name
- PathOptions=Path Options
- PathsDirtyTooltip=Paths Need to be Rebuilt (Click to rebuild!)
- PathsNotDirtyTooltip=Paths are Up to Date
- PathsSF=Paths\tP
- Pause=Pause
- PauseAnimTree=Pause AnimTree
- PauseRealtimeDebugging=Pause (Alt+F7)
- Pawns=Pawns
- Pen=Pen
- PerToolQ=Per Tool?
- PerViewLayerHideAll=Hide All
- PerViewLayerHideNone=Show All
- PerViewLayerHiding=Show Layers
- PercentageOfLightingTime=% Lighting Time
- PercentageOfUnmappedTexels=% Unmapped Texels
- PerforceLoginTitle=Perforce Login
- PerforceLogin_Error_UnableToConnectToServer=Unable to find server. -Please try again.
- PerformanceColorationSF=Performance Coloration
- PerformanceVisualizer_TitleBar=Heatmap Visualizer Options
- PerformingCSGOperation=Performing CSG operation
- PersistentLevel=Persistent Level
- Perspective=Perspective
- PhAT=UnrealPhAT
- PhATPlayAnim=Play Anim
- PhysicalMaterial=Physical Material
- Physics=Physics
- PhysicsAssetEditor=Physics Asset Editor (PhAT)
- Pitch=Pitch
- PitchValue=Pitch
- Pivot=Pivot
- PlaceableClassesOnlyQ=Placeable Classes Only?
- Planar=Planar
- PlanarFloor=Planar Floor
- PlanarWall=Planar Wall
- PlaneBias=Plane Bias
- Platform=Platform
- Play=Play
- PlayAnimOnAsset=Play Anim
- PlayInActiveViewport=Play in Active Viewport\tAlt+F8
- PlayInEditor_F=`~ Editor Preview
- PlayInEditor_RHI_F=`~ Editor Preview (`~ bit, `~)
- PlayLevel=Play Level (Ctrl spectates)
- PlayOnSelectedMesh=Play Anims On Selected Mesh By Default
- PlayOnSourceMesh=Play Anims On Source Mesh By Default
- PlayRate=Play Rate
- PlaySelectedNode=Play Selected Node
- PlaySound=Play Sound
- PlaySoundCue=Play SoundCue
- PlaySoundsOrMusicTrack=Play Sound(s)/Music Track
- PlayerOnly=Player Only
- PlayerStart=Player Start
- PleaseEnterValue=Please Enter Value
- Poly=Poly
- Polygons=Polygons
- PopUpNavError=Unable navigate to URL.\nClick OK to close window.
- PopUpTitle=Unreal Browser Pop Up
- Popup=Pop Up
- Portal=Portal
- PortalsSF=Portals
- PostProcess=Post Process
- PostProcessAASF=Post Process Anti Aliasing
- PostProcessAutoExposureSF=AutoExposure
- PostProcessBloomSF=Bloom
- PostProcessDOFSF=DOF
- PostProcessEditor=PostProcess Editor
- PostProcessEditor_F=Unreal Post process Editor: `~
- PostProcessExposureSF=Exposure
- PostProcessLUTSF=LUT
- PostProcessMaterialSF=Material
- PostProcessSF=PostProcess All
- PostProcessToneMappingSF=ToneMapping
- PostProcessFilmGrainSF=Film Grain
- PostProcessTemporalAASF=Temporal AntiAliasing
- PrecomputedShadows=Precomputed Shadows (All)
- PrecomputedShadowsSelected=Precomputed Shadows (Selected)
- PrefabSequenceRenameError=Renaming the Prefabs sequence is not allowed.
- Prefab_Create=Create Prefab...
- Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted. -Should all actors contained in this prefab be removed as well?"
- Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
- Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
- Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded removing member from PrefabInstance `~"
- Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so they were removed from the map:\\n\\n`~"
- Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
- Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
- Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
- Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
- Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
- Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset. -See the log for details"
- Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
- Prefab_SelectActors=Select All Actors In Prefab(s)
- Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
- Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
- Prefab_UndoTag_AddPrefab=Add Prefab
- Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
- Prefab_UndoTag_UpdatePrefab=Update Prefab
- Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
- Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
- Prefabs=Prefabs
- PreferLeanOverPopup=PreferLean
- Preferences=Preferences
- PrefixToRemove=Prefix to remove
- PrependToSpline=Prepend To Beginning Of Spline
- PresetCurve=Preset Curve
- PresetCurves=Preset Curves
- PressBorFToSort=Hold down B to move the selected strip behind, or hold F to move move it in front of another strip.
- PressKeysToBind=Press hotkey combo to bind to (Escape Cancels)
- Preview=Preview
- PreviewCaption_F=Preview: `~
- PreviewControls=Preview Controls
- PreviewMip=Preview Mip:
- PreviewMotion=Preview Motion
- PreviewOptions=Preview Options
- PreviewPos_F=Preview Pos: `3.3~fs
- PreviewSelectedNode=Preview Selected Node
- PrimitiveStatsBroswer_ItemActivated=Item Activated
- PrimitiveStatsBrowser_CombinedStats=Combined Total
- PrimitiveStatsBrowser_Count=Count
- PrimitiveStatsBrowser_InstTriangles=Inst. Triangles
- PrimitiveStatsBrowser_InstVertexColorMem=Inst Vertex Colors(KByte)
- PrimitiveStatsBrowser_LMSMResolution=LM Res
- PrimitiveStatsBrowser_LightMapData=Lightmap (KByte)
- PrimitiveStatsBrowser_Name=Name
- PrimitiveStatsBrowser_RadiusAvg=Radius (avg)
- PrimitiveStatsBrowser_RadiusMax=Radius (max)
- PrimitiveStatsBrowser_RadiusMin=Radius (min)
- PrimitiveStatsBrowser_ResourceSize=Resource Size (KByte)
- PrimitiveStatsBrowser_Sections=Sections
- PrimitiveStatsBrowser_ShadowMapData=Shadowmap (KByte)
- PrimitiveStatsBrowser_ToolTip=Show the primitive stats browser
- PrimitiveStatsBrowser_TriangleCost=Triangle cost
- PrimitiveStatsBrowser_Triangles=Triangles
- PrimitiveStatsBrowser_SumTriangles=SumTriangles
- PrimitiveStatsBrowser_Type=Type
- PrimitiveStatsBrowser_VertexColorMem=Vertex Colors (KByte)
- PrimitiveStatsBrowser_ViewMenu=Primitive Stats
- ProcBuildingOptions=ProcBuilding
- ProcBuildingResourceInfo=Resource Info
- ProcBuildingRuleset_F=ProcBuilding Ruleset: `~
- ProcessingChunks=Processing Chunks
- ProcessingFBXAnimationsDueToSkelChange=Processing FBX animations due to a target skeleton change
- ProcessingSections=Processing Sections
- ProcessingSkeletalTriangles=Processing Mesh Triangles
- Progress=Progress
- PromoteSplineInterpPoint=Promote To Control Point
- PromoteSplineInterpVertex=Promote To Control Point At Nearest Vertex
- PromptSomeActorsAreReferencedByKismet=Some actors are referenced by an UnrealKismet sequence. -Proceed?
- Prompt_10=Could not create geometry.
- Prompt_12=This will completely replace the current asset.\nAre you sure?
- Prompt_13=This will completely replace the current bone collision.\nAre you sure?
- Prompt_14=Are you sure you want to weld '`~' to '`~' ?
- Prompt_15=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
- Prompt_17=The package '`~' (`~) has changed and needs to be saved. -Save over the existing package?\n\nYes: -Overwrite '`~'.\nNo: -Skip saving this package only.\nCancel: -Stop saving packages and return to the editor.
- Prompt_18=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
- Prompt_19=Export classes to -.uc files
- Prompt_1=Are you sure you want to completely reset the selected AnimSet?
- Prompt_20=Do you want to save the changes to `~?
- Prompt_21=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
- Prompt_22=Failed to create entry point. Try another location, or you may have to rebuild your level.
- Prompt_23=Your ini files are outdated. Do you want to automatically update them? Not doing so might cause crashes!
- Prompt_24=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
- Prompt_25=This will replace the existing AnimSequence (`~).\nAre you sure?
- Prompt_26=The package '`~' (`~) failed to save.\n\nCancel: Stop saving all packages and return to the editor.\nRetry: Attempt to save the package again.\nContinue: Skip saving this package only.
- Prompt_27=Are you sure you want to delete the selected MorphTarget? \n`~
- Prompt_28=A MorphTarget with that name (`~) already exists in this MorphSet.
- Prompt_29=A MorphTarget with that name already exists. Would you like to replace it?
- Prompt_2=An AnimSequence with that name (`~) already exists in this AnimSet.\n Do you want to replace it?
- Prompt_30=Some selected Actors are referenced by a Route.\nAre you sure you want to continue?
- Prompt_31=Some selected Actors are referenced by a CoverGroup.\nAre you sure you want to continue?
- Prompt_32=Are you sure you want to move the selected AnimSequence(s) (`~) to this AnimSet (`~)?
- Prompt_33=Are you sure you want to convert the selected AnimSequence(s) (`~) to Additive Animations?
- Prompt_34=Are you sure you want to copy the selected AnimSequence(s) (`~) to this AnimSet (`~)?
- Prompt_35=This operation will overwrite the morph target if same name exists. -Proceed?
- Prompt_36=Base Mesh has been modified since last time morph target was processed. Would you like to update all morph targets?
- Prompt_37=This operation updates base mesh information for this morph target set. Would you like to proceed?
- Prompt_38=All morph targets have been updated.
- Prompt_39=Same name exists.
- Prompt_3=Are you sure you want to delete the selected AnimSequence(s) (`~)?
- Prompt_3DDrawModeOptions=3DDrawMode Options Menu!
- Prompt_40=`~:Track(`~) Source Key isn't valid. Copying from reference pose.
- Prompt_4=`~ support coming soon.
- Prompt_5=No selected module!
- Prompt_6=Duplicate Module on Same Emitter?
- Prompt_7=3DDrawMode Options Menu!
- Prompt_8=Static Mesh already has a collision model. \nDo you want to replace it?
- Prompt_9=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
- Prompt_AboutToBulkExportNItems_F=About to bulk export `~ items. -Proceed?
- Prompt_AboutToBulkImportNItems_F=About to bulk import `~ items. -Proceed?
- Prompt_AboutToCluserSoundsQ=About to cluster `~ sounds. -Continue?
- Prompt_AboutToEditStartupPackage="`~ is a startup package. -Startup packages are fully cooked and loaded when on consoles. ALL CONTENT IN THIS PACKAGE WILL ALWAYS USE MEMORY. Are you sure you want to save it?"
- Prompt_AboutToEditStartupPackage_Title=Warning: Save Over Startup Packages?
- Prompt_CantCopyAdditiveSequence=Additive AnimSequences and AnimSequences that are related to additive sequences should not be moved into different packages. -AnimSequence(s) :`~will not be moved into AnimSet (`~).
- Prompt_ConfirmDeleteAnimSeq=Are you sure you want to delete the selected AnimSequence (%s)?
- Prompt_ConfirmDeleteMultipleAnimSeqs=Are you sure you want to delete the selected AnimSequence(s)?
- Prompt_ConfirmDestroyInterpGroup=This will destroy InterpGroup (%s) and all Track data within it. Are you sure?
- Prompt_ConfirmRemoveBone=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
- Prompt_ConfirmReplaceAnimSeq=An AnimSequence with that name (%s) already exists in this AnimSet.\n Do you want to replace it?
- Prompt_ConfirmReplaceExistingAnimSeq=This will replace the existing AnimSequence (%s).\nAre you sure?
- Prompt_ConfirmReplaceStaticMeshColModel=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
- Prompt_ConfirmResetAnimSet=Are you sure you want to completely reset the selected AnimSet?
- Prompt_ConfirmSaveChanges=Do you want to save the changes to %s?
- Prompt_ConfirmWeld=Are you sure you want to weld '%s' to '%s' ?
- Prompt_CouldNotCreateGeometry=Could not create geometry.
- Prompt_DuplicateEmitterModule=Duplicate Module on Same Emitter?
- Prompt_ExitInterpolationBeforeCompilingMaterial=You must exit Interpolation Editing mode before compiling a material.\nDo you wish to do this now and continue?
- Prompt_ExitInterpolationBeforeLoadingExistingPackage=Package already loaded.\nYou must exit Interpolation Editing mode before loading package.\nDo you wish to do this now and continue?
- Prompt_ExitInterpolationBeforeRemoving=You must exit Interpolation Editing mode before removing a level.\nDo you wish to do this now and continue?
- Prompt_ExitInterpolationBeforeSaving=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
- Prompt_ExportGroupsAsSubDirs=Export groups to their own subdirectories?
- Prompt_ExportToSinglePackage=Export each package to a single file?
- Prompt_ExportUCToRebuild=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
- Prompt_ExportUCs=Export classes to -.uc files
- Prompt_FBXImportBonesMissingFromBindPose=Warning: The following bones are missing from the bind pose. -If they are not in the correct orientation after importing, please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh \n\n`~
- Prompt_FirstOneFbxMeshUsed=More than one FBX skeletal mesh was found. -Only the first one will be imported.
- Prompt_InvalidLODIndex=Invalid mesh LOD index `~, as no prior LOD index exists!
- Prompt_InvalidMorphLODIndex=There are multiple FBX meshes with the same morph LOD level for same morph target, please reassign!
- Prompt_MaterialEditorClose=Would you like to apply changes to the original material?\n(No will lose all changes!)
- Prompt_MaterialEditorDirtyHotload=Would you like to apply changes to the original material?\n(No will hotload without changes!)
- Prompt_MaterialEditorDeleteFunctionInputs=Delete function inputs or outputs "`~"?\nAny materials which use this function will lose their connections to these function inputs or outputs once deleted.
- Prompt_MergeTerrain=Merge Terrains?
- Prompt_MoreThanOneTarget=Multiple meshes were found. -Would you like to use the first one?
- Prompt_MoveOrDeleteAdditiveSequence=AnimSequences that are related to additive sequences should not be moved to another package or deleted, or the reference will be lost. -\n\nWould you like to still move or delete (`~)? \n\nAdditive AnimSequence(s) that are referring this animation:`~
- Prompt_NoFbxSkelMeshFound=No FBX skeletal mesh was found. -The import process can not be completed.
- Prompt_NoIdentityScaleForBone=Warning: No identity scale factor was found for skeleton (skeleton root name: `~).\n The FBX importer always ignores the scale factor, so the imported bone will be incorrect. -Please use identity scale for all skeletons in the original scene.
- Prompt_NoMeshFound=No meshes were found in file.
- Prompt_NoModuleSelected=No selected module!
- Prompt_NoSmoothgroupForFBXScene=Warning: No smoothing group information was found in this FBX scene. -Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug in before exporting the file. -Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export time so that correct vertex normals can be inferred while importing.
- Prompt_NoTangentForFBXScene=Warning: No Tangents and Binormals found in this FBX scene and they will be generated upon import. -This will cause lighting and reflection artifacts. -Please check your Maya export options under Geometry -> Tangents and Binormals.
- Prompt_NoUVsForFBXMesh=Import Error: At least one UVSet is required for each imported mesh. Please see log for additional details.
- Prompt_OBJExportWithBMP=Would you like to export the materials as images (slower)?
- Prompt_ObjectChangedSave='%s' (%s) has been changed and needs to be saved. Save over existing object?\n(To save to a different file, select Cancel and select Save... in the Browser window.)\n\nYes: Overwrite '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
- Prompt_ObjectChangedSaveWithReason='%s' (%s) has been changed and needs to be saved. \n\n %s\n\n Save over existing object?\n(To save to a different file, select Cancel and select Save... in the Browser window.)\n\nYes: Overwrite '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
- Prompt_ObjectCreatedSave='%s' (%s) is a new object and needs to be saved. Save now?\nYes: Save '%s'.\nNo: Skip saving this object only.\nCancel: Stop saving all objects and return to the editor.
- Prompt_ObjectFailedToSave='%s' (%s) failed to save.\n\nCancel: Stop saving everything and return to the editor.\nRetry: Attempt to save again.\nContinue: Skip saving this only.
- Prompt_PIEDisableMobileEmulation="Mobile emulation is enabled... Disable and run PIE?\n(For mobile previewing use the 'Mobile Previewer'.)"
- Prompt_ReplaceBoneCollision=This will completely replace the current bone collision.\nAre you sure?
- Prompt_ReplaceCurrentAsset=This will completely replace the current asset.\nAre you sure?
- Prompt_ReplaceStaticMeshWithPhysics=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
- Prompt_SomeActorsRefByKismet=Some selected Actors are referenced by a Kismet sequence.\nAre you sure you want to continue?
- Prompt_SplitTerrain=Split Terrain?
- Prompt_SupportComing=%s support coming soon.
- Prompt_ThisActionWillTerminatePIEContinue=This action will terminate your Play In Editor session. -Continue?
- Prompt_TooManyVertices=This mesh has more than 65535 vertices and cannot be imported.
- Prompt_UnloadingPackagesCasuesChangesToBeLostQ=Unloading a package containing unsaved changes will cause those changes to be lost. -Continue?
- PropagateToFallback=Propagate Changes to Fallback Material
- Properties=Properties
- PropertiesCaption=Properties: <Multiple Values>
- PropertiesCaption_F=Properties: `~
- PropertiesE=Properties...
- PropertiesSelectedF=%s Properties (%i Selected)
- PropertyColorationSF=Property Coloration
- PropertyName=Property Name
- PropertyWindowEditProperties=PW: Edit Properties
- PropertyWindowMenu=Property Window Options
- PropertyWindow_AddNewItem=Add a new item
- PropertyWindow_CancelSearch=Cancel Search
- PropertyWindow_ClearAllText=Clear text
- PropertyWindow_CollapseAllCategories=Collapse All Categories
- PropertyWindow_CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
- PropertyWindow_CopySelectedProperties=Copy Selected Properties to Clipboard
- PropertyWindow_CopyToClipboard=Copy To Clipboard
- PropertyWindow_CreateANewObject=Create a new object
- PropertyWindow_DeleteItem=Remove this item
- PropertyWindow_DuplicateThisItem=Create a copy of this item
- PropertyWindow_Error_ArrayClampInvalidInMultiSelect=Array Clamping isn't supported in multi select (Param Name: `~)
- PropertyWindow_Error_ArrayClampPropertyIsNotAnArray=The property (`~) passed for array clamping use is not an array. -Clamp will only ensure greater than zero.
- PropertyWindow_Error_ArrayClampPropertyNotFound=The property (`~) passed for array clamping was not found. -Clamp will only ensure greater than zero.
- PropertyWindow_ExpandAllCategories=Expand All Categories
- PropertyWindow_FavoritesTitle=Favorites
- PropertyWindow_FilterTitle=Filter:
- PropertyWindow_FindObjectInContentBrowser='Click' to find object in Content Browser.\n'Ctrl + Click' to open object in its editor.
- PropertyWindow_InsertNewItemHere=Insert a new item before this item
- PropertyWindow_LockSelectedActorsQ=Lock Selected Actors
- PropertyWindow_MoveDown=Shifts the selected favorite property node down.
- PropertyWindow_MoveUp=Shifts the selected favorite property node up.
- PropertyWindow_Options=Options
- PropertyWindow_PasteProperties=Paste Properties from Clipboard
- PropertyWindow_RemoveAllItemsFromArray=Remove all items from this array
- PropertyWindow_ResetToDefault=Reset To Default
- PropertyWindow_Search=Search
- PropertyWindow_SearchFor=Type here to search
- PropertyWindow_ShowAllPropertyItemButtons=Show All Property Item Buttons
- PropertyWindow_ShowDifferingProperties=Show Only Differing Properties
- PropertyWindow_ShowFriendlyPropertyNames=Show Friendly Property Names
- PropertyWindow_ShowHiddenProperties=Show All Hidden Properties
- PropertyWindow_ShowHorizontalDividers=Show Horizontal Dividers
- PropertyWindow_ShowModifiedProperties=Show Only Modified Properties
- PropertyWindow_TextBox=Click to show editing text box
- PropertyWindow_ToggleFavoritesWindow=Toggle Favorties Window Visibility
- PropertyWindow_ToggleOffsetWindow=Toggle manipulating objects by an offset
- PropertyWindow_ToolTip_ShowAllPropertyItemButtons=Toggles whether or not items within a property window show their available action buttons regardless of selection state.
- PropertyWindow_ToolTip_ShowDifferingProperties=When multiple objects are selected, shows only properties where they differ.
- PropertyWindow_ToolTip_ShowFriendlyPropertyNames=Toggles whether or not display space delimited, friendlier names or use the properties default name.
- PropertyWindow_ToolTip_ShowHiddenProperties=Toggles whether or not hidden properties are displayed in the property window
- PropertyWindow_ToolTip_ShowHorizontalDividers=Toggles whether or not horizontal dividers are displayed between properties in the property window
- PropertyWindow_ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
- PropertyWindow_UseCurrentSelectionInBrowser_Or_ChooseFromList=Use selected object in Content Browser
- PropertyWindow_UseMouseToPickActorFromViewport=Choose an actor by clicking the actor in a viewport window
- PropertyWindow_UseMouseToPickColorFromViewport=Choose a new color by clicking a color in a viewport window
- PropertyWindow_UsePropertyOrder=Use Natural Property Order
- ProscribePaths=Proscribe Paths
- PruningReachspecs=Pruning reachspecs
- Publish_SaveDirtyPackagesQ=Packages must be saved before they can be published. -Save packages before publishing?\n\nYes: Save packages, then publish.\nNo: Publish without saving packages.\nCancel: Abort the publish and return to the editor.
- Puppet=Puppet
- PushInstanceVertexColorsPrompt_Cancel=Cancel
- PushInstanceVertexColorsPrompt_Message=Copying the instance vertex colors to the source mesh will replace any of the source mesh's pre existing vertex colors and affect every instance of the source mesh.\n\nWould you like to continue?
- PushInstanceVertexColorsPrompt_Ok=Copy colors
- PushInstanceVertexColorsPrompt_Title=Copy instance vertex colors to source mesh?
- PythonConsole="Python"
- PythonHelp="Python Help"
- PythonHelp_ToolTip="Open Integrated Python Help File"
- PythonInterrupt="Interrupt Python"
- PythonReset="Reset Python Interpreter"
- QuitKismet=Quit Kismet
- RUS=Russian (RUS)
- Radius=Radius
- Random=Random
- Randomize=Randomize
- RaytracingTerrain=Raytracing terrain
- RaytracingTerrainF=Raytracing terrain (`~ of `~)
- ReImportAllSelectedE=Re Import All Selected
- ReImportSkeletalMesh=Re Import Skeletal Mesh
- ReZeroCurrentPosition=ReZero On Current Position
- Ready=Ready
- RealtimeDebuggingCallstack=Callstack
- RebuildAdditiveAnimation=Rebuild Additive Animation(s)
- RebuildBSPBuildingPolygons=Rebuild BSP: Building polygons
- RebuildBSPBuildingVisibilityZones=Rebuild BSP: Building visibility zones
- RebuildBSPMergingPlanars=Rebuild BSP: Merging planars
- RebuildBSPOptimizingGeometry=Rebuild BSP: Optimizing geometry
- RebuildBSPPartitioning=Rebuild BSP: Partitioning
- RebuildCSGBuildingBoundingVolumes=Rebuild CSG: Building Bounding Volumes
- RebuildCSGOptimizingSubBSPs=Rebuild CSG: Optimizing Sub BSPs
- RebuildCSGRebuildingDynamicBrushBSPs=Rebuild CSG: Rebuilding Dynamic Brush BSPs
- RebuildSelectedPaths=Rebuild Selected Path(s)
- RebuildingBSP=Rebuilding BSP
- RebuildingGeometry=Rebuilding geometry
- RebuildingMap=Rebuilding map
- RebuildingStaticMeshes=Rebuilding static meshes
- RecallMemory=Recall Memory
- RecastSplinePoint=Recast To Nearest Point
- RecastSplineVertex=Recast To Nearest Vertex
- Recent=Recent
- ReconnectToSourceControl=Reconnect to Source Control...
- RecordTracks=Record Tracks
- Redo=Redo
- RedoA=Redo\tCtrl Y
- RedoLastAction=Redo the last action
- Redo_F=Redo `~
- Redo_FA=Redo `~\tCtrl+Y
- EditorPreferences=&Preferences\tCtrl+P
- ReduceKeys=Reduce Keys
- RefPoseSequenceName=Reference pose animation name:
- ReferenceDepth="Reference Depth"
- ReferenceFilter="Calculating Reference Filters"
- ReferenceGraphTreeText="Reference Graph"
- ReferenceGraphs="Rebuilding Reference Graphs"
- ReferenceMode=Reference Mode
- ReferenceTreeDialog_CollapseAll=Collapse All
- ReferenceTreeDialog_ExpandAll=Expand All
- ReferenceTreeDialog_NoRefs=No Referencers
- ReferenceTreeDialog_OpenEditor=Open Editor
- ReferenceTreeDialog_OptionsMenu=Options
- ReferenceTreeDialog_RebuildTree=Rebuild Tree
- ReferenceTreeDialog_SelectActor=Select Actor
- ReferenceTreeDialog_ShowInCB=Show in Content Browser
- ReferenceTreeDialog_ShowScriptRefs=Show Script References
- ReferenceTreeDialog_Title=Reference Tree
- ReferenceTreeDialog_ViewMenu=View
- ReferenceTreeDialog_ViewProps=View Properties
- ReferencedAssetBrowser_ToolTip=Show the referenced assets browser
- ReferencedAssetBrowser_ViewMenu=Referenced Assets
- ReferencedAssets=Referenced Assets
- ReferencedObjectName=Referenced Object Name
- Referencers=Referencers
- References=References
- ReferencesRemoteEvent=Remote Event References
- ReflectionsCubeSF=CubeMap Reflections
- ReflectionsFloorSF=Floor Reflections
- Refresh=Refresh
- RefreshF5=Refresh (F5)
- RefreshWithHotkey=Refresh\tF5
- RefreshingAssetBrowser="Refreshing Referenced Asset Browser"
- RegenAllProcBuildings=Regenerate All ProcBuildings
- RegenSelProcBuildings=Regenerate Selected ProcBuildings
- RegenerateAutoFallback=Regenerate Automatic Fallback
- RegenerateImageReflectionTextures=Regenerate Image Reflection Textures
- RegenerateProcBuildingTextures=Regenerate Building Textures
- Reimport=Reimport
- ReimportAssetCurrent= Reimport aborted: Asset is already up to date.
- ReimportAttemptingAtomicReimport= Source file on disk exists and is newer; Attempting atomic reimport of `~
- ReimportFailed= Reimport failed. See Log Browser for details.
- ReimportFailedNoSourcePath= Cannot reimport: No source path is currently saved for the asset.
- ReimportFailedSourceFileNotFound= Cannot reimport: Source file cannot be found.
- ReimportFailedSourcePathExtensionMismatch= Cannot reimport: Source path specifies an invalid file extension.
- ReimportMuscleSet=Re Import Muscle Set
- ReimportStaticMesh=Re Import Static Mesh
- ReimportSuccessful= Reimported successfully.
- ReimportTexture=Re Import Texture
- ReimportingAssetF=Reimporting asset (`~ of `~)
- ReimportingAssets=Reimporting assets
- Relative=Relative
- RelativeGroup=Relative To Group
- RelativeInitial=Relative To Initial
- RelativeQ=Relative?
- RemainingSpace=Remaining Space
- RemoteEvents=Remote Events
- Remove=Remove
- RemoveAfterCurrentPosition=Remove After Current Position
- RemoveAllCurves=Remove All Curves
- RemoveAllCurves=Remove All Curves
- RemoveAllCurvesPrompt=Are you sure you want to 'Remove All Curves'?
- RemoveAllNotifies=Remove All Notifies
- RemoveAllOtherCurves=Remove All Other Curves
- RemoveBeforeCurrentPosition=Remove Before Current Position
- RemoveBlendControl=Remove Blend Control Subtrack
- RemoveBrowser=Remove Browser
- RemoveClothControl=Remove Cloth Control Subtrack
- RemoveCollision=Remove Collision
- RemoveCollisionPrompt=Are you sure you want to remove the collision mesh?
- RemoveComponent=Remove Component
- RemoveCore=Remove Core
- RemoveCropping=Remove Cropping
- RemoveCurve=Remove Curve
- RemoveCustomMip=Remove Custom Mip
- RemoveDuplicateModules=Remove Duplicate Modules
- RemoveEverySecondKey=Remove Every Second Key
- RemoveFromFavorites=Remove from favorites
- RemoveFromGroupTab=Remove From Selected Group Tab
- RemoveFromObjectListVars_F=Remove `~ From Object List
- RemoveLOD=Remove a LOD
- RemoveLevelFromWorld=Remove Level From World
- RemoveLinksFromCoverGroup=CoverGroup: Remove Links
- RemoveMeshFromList=Remove
- RemoveNavPointsFromRoute=Route: Remove NavPoints
- RemovePrefixFromSelectedSequences=Remove Prefix From Selected Sequences
- RemovePrimitiveIgnore=Remove primitive from light ignore list
- RemoveRedundantKeys=Remove Redundant Keys
- RemoveSelectedActors=Remove Selected Actors
- RemoveSpline=Remove Spline
- RemoveSplineLink=Remove Spline Link
- RemoveSwitchConnector=Remove Switch
- RemoveTrivialKeys=Remove Trivial Keys
- RemoveVar=Remove Variable
- RemoveZeroTriangleElements=Remove elements with zero triangles
- RemoveZeroTriangleElements_FracturedMeshNotSupported=Remove zero triangle elements for Fractured Static Meshes not supported.
- RemovingElementsFormatString_NoTriangles=`~: No triangles
- RemovingElementsPrompt=Removing elements:
- RemovingElementsPrompt_Confirm=Are you sure?\n(This will require updating overriden material\nsettings in placed instances of the mesh.)
- Rename=Rename
- RenameAnimSequence=Rename AnimSequence
- RenameCameraShot=Rename
- RenameCameraShotBox=Set Camera Shot Number
- RenameE=Rename...
- RenameElement=Rename Element
- RenameEmitter=Rename Emitter
- RenameEvent=Rename Event
- RenameFolder=Rename Folder
- RenameFolderAndGroup=Rename Folder and Group
- RenameGroup=Rename Group
- RenameLayer=Rename Layer
- RenameLoc=Rename (with language variants)
- RenameMorph=Rename Morph Target
- RenameNoCreateRedirect=Do not create an object redirect. (This can break references to this object!)
- RenameSelectedSequence=Rename Selected Sequence
- RenameSequence=Rename Sequence
- RenameSocket=Rename Socket
- RenameTrack=Rename Track
- RenderBlendWeights=Render Blend Weights
- RenderGeometry=Use render geometry
- RenderGrayscale=Render Grayscale
- RenderStats=Render Stats
- RenderTier = Render Tier
- ReorderingBoneWeights=Reordering Bone Weights
- ReplaceExistingObjectDuringDuplication_F=`~ of the `~ objects being duplicated already exist. If you continue, `~ existing objects will be overwritten. Do you want to continue?\n\n`~ -
- ReplaceExistingObjectDuringDuplication_Temporary_Skip_Message_F=`~ of the `~ objects being duplicated already exist. Only going to duplicate `~ objects. Do you want to continue?\n\n`~
- ReplaceSelectedBrushActors=Replace Selected Brush Actors
- ReplaceSelectedNonBrusActors=Replace Selected Non Brush Actors
- ReplaceSkeletalMeshActors=Replace SkeletalMeshActors
- ReplaceWithActorFactory=Replace With
- ReplaceWithclass=Replace With `~
- Report an Issue=Report an Issue
- RescanAllLevels=Rescan all levels
- RescanCurrentLevel=Rescan current level
- RescanSelectedLevels=Rescan selected levels
- Reset=Reset
- ResetActors=Reset Actors
- ResetAnimSet=Reset AnimSet
- ResetBoneBreaks=Reset All Bone Break Vert Weightings
- ResetConstraintReference=Reset Constraint Reference
- ResetEntireAsset=Reset Entire Asset
- ResetInLevel=Reset in level
- ResetModule=Reset Module
- ResetMorphTargetPreview=Clear Morph Overrides
- RefreshFromAnim=Refresh From Anim
- ResetPeakCounts=Reset Peak Counts
- ResetSelectedBoneCollision=Reset Selected Bone Collision
- ResetToDefault=Reset To Default
- ResetToDefaults=Reset To Defaults
- ResetUndoBufferForObjectDeletionPrompt=The only reference to this object is the undo history. -In order to delete this object, you must clear all undo history would you like to clear undo history?
- ResizeTopAndBottomViewportsTogether=Resize Top And Bottom Viewports Together
- ResliceFracturedMeshes=Reslice Fractured Meshes
- ResliceFracturedMeshesE=Reslice Fractured Meshes
- ResourceCollection=New Collection for Referenced Objects
- ResourceCollectionName=Collection Name
- ResourceSizeK=Resource Size (KB)
- Resources=Resources
- RespawnDSA=Respawn Dynamically Spawned Actor
- SetupPrerenderDOF=Setup Camera with DOF
- SetupPrerenderDOFWithTracks = Setup Camera with DOF and Add Tracks
- RestartEditorPrompt_Cancel=No
- RestartEditorPrompt_Message=This rendering change will not take effect until the editor is restarted. -Would you like to restart the editor now?
- RestartEditorPrompt_Ok=Yes
- RestartEditorPrompt_SwitchEditorMode_Message=To switch to this mode, the editor will need to restart. Would you like to restart now?
- RestartEditorPrompt_SwitchEditorMode_Title=Switch Editor Mode
- RestartEditorPrompt_Title=Switch Rendering Method
- RestartInLevel=Restart in level
- RestartSim=Restart Sim
- RestoreSortingMismatchedStripsForSection=While restoring "`~" sort order for section `~, `~ of `~ strips could not be matched to the new data.
- Restore_Viewport=Restore Viewport
- Results=Results
- Reverse=Reverse
- ReverseDirection=Reverse Direction of Spline
- Revert=Revert
- ReviewingPaths=Reviewing paths
- ReviewingPathsE=Reviewing paths...
- RevisionHistoryE=Revision History...
- Revolve=Revolve
- RigidBody=Rigid Body
- Roll=Roll
- Root=Root
- RootChunk=Support Chunk
- RotPanScale=Rot/Pan/Scale
- Rotate=Rotate
- RotateAnimSequence=Rotate AnimSequence
- RotateAnimation=Rotate Animation
- RotateDegrees=Rotate Degrees
- RotateSocket=Rotate Socket
- Rotation=Rotation
- RotationAmount=Rotation Amount (Degrees):
- RotationGrid=Rotation Grid
- RotationYawLabel=Rotation Yaw:
- RotationPitchLabel=Pitch:
- RotationRollLabel=Roll:
- RotationMode=Rotation Mode [E]
- RunUnitTests=Run Unit Tests...
- RunningUnitTest=Running Unit Test `~ of `~: `~...
- RunningUnitTests=Running Unit Tests...
- SCC_Checkin_Aborted=Check in aborted as a result of save failure.
- SHOWFLAGS=SHOW FLAGS
- SLO=Slovakian (SLO)
- SMLIResolution=Resolution
- SMMergeFracMeshAlreadyHasCore=This FracturedStaticMesh already has a Core mesh.
- SMMergeFracMeshCoreNoCollision=Core mesh for FracturedStaticMesh needs collision model.
- SMMergeInvalidLightmapUVs=The selected core mesh does not appear to have valid lightmap UVs (LightmapCoordinateIndex is 0 or only 1 set of texcoords), texture lightmaps will be wrong. -Use this core mesh anyway? (`~)
- SMMergeNoMeshSelected=Couldn't merge, no valid static mesh is selected in the Content Browser.
- SMMergeSelectedMeshSourceDataIsStripped=The selected static mesh can't be used as a fracture core because its source geometry has been stripped out.
- SNAP_AngleSnapType=Angle Snap Type
- SNAP_AngleSnapType_Angle=Angle (Degrees)
- SNAP_AngleSnapType_Per360=Number of Snaps per 360 Degrees
- SNAP_AngleSnapType_Per90=Number of Snaps per 90 Degrees
- SNAP_Angle_1024=5.63 degrees
- SNAP_Angle_16384=90 degrees
- SNAP_Angle_2048=11.25 degrees
- SNAP_Angle_4096=22.5 degrees
- SNAP_Angle_512=2.81 degrees
- SNAP_Angle_8192=45 degrees
- SNAP_Per360_1024=64 snaps per 360 degrees
- SNAP_Per360_16384=4 snaps per 360 degrees
- SNAP_Per360_2048=32 snaps per 360 degrees
- SNAP_Per360_4096=16 snaps per 360 degrees
- SNAP_Per360_512=128 snaps per 360 degrees
- SNAP_Per360_8192=8 snaps per 360 degrees
- SNAP_Per90_1024=16 snaps per 90 degrees
- SNAP_Per90_16384=1 snap per 90 degrees
- SNAP_Per90_2048=8 snaps per 90 degrees
- SNAP_Per90_4096=4 snaps per 90 degrees
- SNAP_Per90_512=32 snaps per 90 degrees
- SNAP_Per90_8192=2 snaps per 90 degrees
- SSAOSF=Screen Space Ambient Occlusion
- Save&AsE=Save &As...
- Save=Save
- SaveAll=Save All
- SaveAllLevels=Save All Levels
- SaveAllWritable=Save All Writable
- SaveAs=Save As
- SaveAsE=Save As...
- SaveAssetQ=Save Asset?
- SaveBrushAsCollision=Save Brush As Collision
- SaveCamPosition=Save Cam Position
- SaveCameraPosition=Save Camera Position
- SaveCapturedAudioTo=Save Captured Audio To...
- SaveConfig=Save Config
- SaveCurrentLevel=Save Current Level
- SaveDirtyPackagesNotFullyLoadedQ=The package '`~' has been changed and needs to be saved, but is not fully loaded. -Do you want to fully load it?\n\nYes: Fully load the package and save it.\nNo: Skip saving this package only.\nCancel: Stop saving all packages and return to the editor.
- SaveE=Save...
- SaveEWithHotkey=Save...\tCtrl+S
- SaveKeyConfig=Save Key Configuration
- SaveLevelAs_PromptToRenameStreamingLevels_F=Would you like to update references to streaming levels and rename those as well?\n\nIf you select Yes, references to streaming levels in `~ will be renamed to `~ (including Kismet level name references.) -You should also do this for each of your streaming level maps.\n\nIf you select No, the level will be saved with the specified name and no other changes will be made.
- SaveObjPrompt_BodyText=Select Objects to Save.
- SaveObjPrompt_CancelButton=Cancel
- SaveObjPrompt_CancelButtonTooltip=Do not save any objects and cancel the current operation
- SaveObjPrompt_DontSaveButton=Don't Save
- SaveObjPrompt_DontSaveButtonTooltip=Do not save any objects
- SaveObjPrompt_SaveButton=Save Selected
- SaveObjPrompt_SaveButtonTooltip=Attempt to save the selected objects
- SaveObjPrompt_SkipAllButton=Skip
- SaveObjPrompt_SkipAllButtonTooltip=Do not save any objects, but continue with the current operation
- SaveObjPrompt_Title=Save Objects
- SaveObject=Save Object
- SaveObjectAs=Save Object As...
- SavePackage=Save Package
- SavePathBuildingPositions=Save As Path Building Positions
- SavePresetCurve=Save Preset Curve
- SavePresetEmitter=Create A Preset Emitter
- SaveRemainingDlg_CancelTooltip=Cancel Request
- SaveRemainingDlg_CheckOutButton=Save Selected
- SaveRemainingDlg_CheckOutTooltip=Attempt to Save Checked Objects
- SaveRemainingDlg_Message=Would you still like to save the following objects?
- SaveRemainingDlg_Message=Would you still like to save the following objects?
- SaveRemainingDlg_ReadOnly=File is read only
- SaveRemainingDlg_Title=Save Remaining Objects?
- SaveRemainingDlg_Title=Save Remaining Objects?
- SaveSelectedLevel=Save Selected Level\tCtrl+S
- SaveSelectedLevels=Save
- SaveThumbnailAngle=Save Thumbnail Angle
- Save_F=Save: `~
- Saving=Saving
- SavingMapStatus_CachingPhysStaticMeshes=(Building collision data)
- SavingMapStatus_CollectingGarbage=(Collecting garbage)
- SavingMap_F=Saving map: `~...
- SavingObject=Saving object
- SavingObjectE=Saving object...
- SavingObjectf=Saving object `~
- SavingPackage=Saving package
- SavingPackageE=Saving package...
- SavingPackage_CompressingCubemapMips=Compressing mips for Cubemap: -`~
- SavingPackage_CompressingSourceArt=Compressing source art for texture: -`~
- SavingPackage_CompressingTexture=Compressing texture: -`~
- SavingPackage_GeneratingCubemapMips=Generating mips for Cubemap: -`~
- SavingPackage_GeneratingThumbnails=Generating thumbnails...
- SavingPackagef=Saving package `~
- Scale=Scale
- ScaleAmount=Scale Amount
- ScaleEmitter=Scale Emitter
- ScaleEmitterDistance=Scale Emitter Distance
- ScaleEmitterTime=Scale Emitter Time
- ScaleGrid=Scale Grid
- ScaleNonUniform=Scale Non Uniform
- ScaleSystemDistance=Scale System Distance
- ScaleSystemTime=Scale System Time
- ScaleTime=Scale Time
- ScaleTimes=Scale Times
- ScaleTimesPrompt=Scale times by:
- ScaleTimes_ToolTip=Scale time values by a given scalar
- ScaleValues=Scale Values
- ScaleValuesPrompt=Scale values by:
- ScaleValues_ToolTip=Scale values by a given scalar
- Scaling=Scaling
- ScalingMode=Scaling Mode [R]
- SceneCapture=Scene Capture
- SceneCaptureUpdatesSF=Update Scene Captures
- SceneInfo=Scene Info
- SceneManager_FilterQ=Filter
- SceneManager_FilterT=Filter Type
- SceneManager_Focus=Focus on Selected Actor
- SceneManager_ToolTip=Show the scene manager browser
- Script=Script
- Search=Search
- SearchE=Search...
- SearchFor=Search For
- SearchForActors=Search For Actors
- SearchForObjectType=Find All Uses of Type: `~
- SearchQ=Search:
- SearchRemoteEvents=Search For Matching Events
- SearchScope=Search Scope
- SearchTool=Search Tool
- SearchType=Search Type
- Search_FindNext=Find Next
- Search_FindPrev=Find Previous
- Seconds=Seconds
- Select=Select
- SelectActors=Select Actors
- SelectActorsByGroup=Select Actors By Group
- SelectActorsByLayer=Select Actors By Layer
- SelectAll=Select All
- SelectAllActors=Select All Actors
- SelectAllActorsInCurrentLevel=Select All Actors in Current Level
- SelectAllAfterTimeCursor=Select All After Time Cursor
- SelectAllBeforeTimeCursor=Select All Before Time Cursor
- SelectAllF=Select all %s
- SelectAllLevels=Select All
- SelectAllLights=Select All Lights
- SelectAllLightsWithSameClassification=Select Lights Matching Classification
- SelectAllMatching=Select All Matching
- SelectAllMenu=Select All
- SelectAllRendered=Select Currently Rendered Actors
- SelectAllSurface=Select All Surface
- SelectAllVisibleLevels=Select All Visible Levels
- SelectAllWithMatchingMaterial=Select All With Matching Material
- SelectAssigned_F=Select `~ in Level
- SelectAssociatedStreamingVolumes=Select Associated Streaming Volumes
- SelectBaseBuilding=Select Base Building
- SelectBottom=Select Bottom
- SelectBuilderBrush=Select Builder Brush
- SelectByProperty=Select By Property
- SelectByPropertyF=Select by Property (`~ with `~: `~)
- SelectChildSocket=Child AttachPoint
- SelectDeleted=Select Deleted
- SelectDownstream=Select Downstream Nodes
- SelectEventsActors=Select Event(s) Actor(s)
- SelectExporter=Select Exporter
- SelectGroup=Select Group
- SelectGroupToLookupDataFrom=Lookup Group:
- SelectHKXRigidBody=Select a rigid body
- SelectImportFactory=Select Import Factory
- SelectInside=Select Inside
- SelectInvert=Select Invert
- SelectKeysSection=Select Keys In Section
- SelectKismetReferencedActors=Select Kismet Referenced Actors
- SelectKismetReferencedActorsAll=Select Actors Referenced by UnrealKismet (All Levels)
- SelectKismetUnreferencedActors=Select Kismet Unreferenced Actors
- SelectKismetUnreferencedActorsAll=Select Actors Not Referenced by UnrealKismet (All Levels)
- SelectLayer=Select Layer
- SelectLevels=Select Levels
- SelectLevelsOnly=Select Only These Levels
- SelectMatchingEmitter=Select Matching Emitters
- SelectMatchingProcBuildingsByRuleset=Select Proc Buildings With This Ruleset
- SelectMatchingSkeletalMesh=Select Matching Skeletal Mesh
- SelectMatchingSkeletalMeshesAllClasses=Select Matching Skeletal Meshes (All Classes)
- SelectMatchingSkeletalMeshesThisClass=Select Matching Skeletal Meshes (This Class)
- SelectMatchingSpeedTrees=Select Matching Speed Trees
- SelectMatchingStaticMesh=Select Matching Static Mesh
- SelectMatchingStaticMeshesAllClasses=Select Matching Static Meshes (All Classes)
- SelectMatchingStaticMeshesThisClass=Select Matching Static Meshes (This Class)
- SelectMatchingZone=Select All Actors in Matching Zone
- SelectNavPointsFromRoute=Route: Select NavPoints
- SelectNone=Select None
- SelectOfClass=Select Of Class
- SelectOfClassAndArchetype=Select of Class and Archetype
- SelectParentMesh=Parent Mesh
- SelectParentSocket=Parent AttachPoint
- SelectParticleSystem=Select ParticleSystem
- SelectPostProcessVolume=Select Current Post process Volume
- SelectReferenceAnimSequence=Select animation to use as reference pose. First frame will be used.
- SelectReferencersInLevel=Select referencers in level
- SelectRelevantDominantLights=Select Dominant Lights relevant to Actor
- SelectRelevantLights=Select Lights relevant to Actor
- SelectShowRenderStats=Show Render Stats
- SelectSkeletalMesh=Meshes:
- SelectStageMarkGroup=Select Stage Mark Group
- SelectStageMarkGroupToBasedOn=Select Stage Mark Group \r\nthis group is based on
- SelectStreamingMethod=Select Streaming Method
- SelectStripToMoveBehind=Move the mouse over the strip behind which you wish to move the selected (white) strip.
- SelectStripToMoveInFrontOf=Move the mouse over the strip in front of which you wish to move the selected (white) strip.
- SelectSubclassOfClass=Select Subclass Of Class
- SelectSurfaces=Select Surfaces
- SelectTop=Select Top
- SelectUpstream=Select Upstream Nodes
- SelectedAIPaths=Selected AI Paths
- SelectedLevelsOnlyE=Selected Levels Only...
- SelectedModule=Selected Module
- SelectedOnlyE=Selected Only...
- SelectedSeqHasNoNotifies=Nothing to do; the selected sequence contains no notifies.
- SelectedSequence=Selected Sequence
- Selecting=Selecting...
- SelectingActors=Selecting Actors
- SelectingBrushes=Selecting Brushes
- SelectionMode=Selection Mode
- SelectionSF=Selection
- SelfContainedLighting=Self Contained Lighting
- SemiSolid=Semi Solid
- SemiSolids=Semi Solids
- Send=Send
- SendToDismemberment=Send Pose To Dismemberment Editor
- SendToGroupTab=Add To Group Tab
- Sentinel=Sentinel
- SentinelConnectingToDatabase=Sentinel Connecting To Stats Database
- SentinelDatabaseConnectionProblem=Problem Connecting To Stats Database.
- SentinelStatsSF=Sentinel Stats
- Separate=Separate
- SeparatePolys=Separate polys
- SeparateRawDataToTracks=Separate Raw Data To Tracks
- SeqKeyName=AnimSequence:
- SequenceName=Sequence Name
- Sequences=Sequences
- SetAVIRenderSpec=Set AVI Render Spec
- SetActors=Set Actors
- SetAnimLooping=Set Looping
- SetAnimNoLooping=Set Non Looping
- SetAssetDisableParams=Set Asset Disable Params
- SetAssetPhysicalMaterial=Set Asset Physical Material
- SetAttachRelativeOffsetLabel = Set Attach Offsets
- SetBonesColor=Set Bone Selection Color
- SetBrushProperties=Set Brush Properties
- SetChildBonesColor=Set Child Bone Selection Color
- SetCollision=Set Collision Type
- SetColor=Set Color
- SetDetailMode=Set Detail Mode
- SetEndOffset=Set End Offset
- SetFileListeners=Set Auto Reimport Asset Paths
- SetFileListenersPrompt=Do you want to save this path relative to the executable?\nRelative: `~\nAbsolute: `~\n(Yes to save as Relative, No to save as Absolute)
- SetFileListenersText=The editor supports listening for changes to source assets and automatically reimporting when a change has been detected.\nTo specify which: add or remove directories to the list above and select either the absolute or relative path.\nWhen this dialog is closed the active listeners will be saved and updated.
- SetFolder=Set Folder...
- SetInputDelay=Set Input Delay
- SetLODAuto=Set LOD Auto
- SetMotionRadius=Set Motion Radius
- SetNewCameraShotNumber=Shot Number:
- SetOutputDelay=Set Output Delay
- SetOverrideName=Set Override Name
- SetParentNodeName=Set Parent Node Name
- SetPhysicalAssetMaterial=Set Physical Asset Material
- SetPlayRate=Set Play Rate
- SetProjectDirectory=Set Project Directory
- SetShotLabel=Set Shot Label
- SetSoundPitch=Set Sound Pitch
- SetSoundVolume=Set Sound Volume
- SetSpeed=Set sim speed
- SetSplineLinkInVal=Set New Inval For Link Point
- SetStartOffset=Set Start Offset
- SetStreamingVolumes=Set Streaming Volumes
- SetSystemMovementRadius=Set Movement Radius
- SetTime=Set Time
- SetToFalse=Set To False
- SetToRatio=Set To Ratio...
- SetToTextureMapping=Set To Texture
- SetToTextureMappingEx=Set To Texture Ex...
- SetToTrue=Set To True
- SetToVertexMapping=Set To Vertex
- SetTransitionTime=Set Transition Time
- ToggleClothReset=Trigger Cloth Reset
- SetValue=Set Value
- ShaderComplexity=Shader Complexity
- Shadow="Shadow"
- ShadowFrustumsSF=Shadow Frustums
- Shape=Shape
- ShareWithHigher=Share next higher LOD
- Sheet=Sheet
- ShiftAnimSequence=Shift Anim Sequence
- ShiftLevelInLevelBrowser=Shift level in Level Browser
- ShiftNotifies=Shift Notifies
- ShowAdditiveBase=Show Additive Base
- ShowAll=Show All
- ShowAllActors=Show All Actors
- ShowAllAtStartup=Show All at Editor Startup
- ShowAllConnectors=Show All Connectors
- ShowAllLevels = Show All Levels
- ShowAllLevels=Show All
- ShowAllMeshVerts=Show All Mesh Vertices
- ShowAllPackagesQ=Show All Packages?
- ShowAllResourceTypes=Show All Resource Types
- ShowAltBoneWeightingEdit=Alt. Bone Weighting Edit Mode
- ShowAnimSkel=Show Animation Skeleton
- ShowBinormals="Binormals"
- ShowBoneNames=Show Bone Names
- ShowBones=Show Bone Selection
- ShowActorBoneTransforms=Show Actor Bone Transforms
- ShowBounds=Show Bounds
- ShowBrushes=Show Brushes?
- ShowCategoriesQ=Show Categories
- ShowCenterOfMass=Show Center Of Mass
- ShowChildBones=Show Child Bone Selection
- ShowClothMovementScale=Show Cloth Movement Scale
- ShowCollision=Show Collision
- ShowColorPicker=Open Color Picker
- ShowContentBrowser=Show Content Browser
- ShowContentBrowser_Or_OpenInEditor=Find Object in Content Browser
- ShowCore=Show Core
- ShowCuts=Show Cuts
- ShowCutsSolid=Show Cuts Solid
- ShowDefaultReferences="Include Assets Referenced By Defaults"
- ShowDetails=Show Details
- ShowFixed=Show Fixed Bodies
- ShowFlagsWindow_Advanced=Advanced
- ShowFlagsWindow_CollisionModes=Collision Modes
- ShowFlagsWindow_Normal=Normal
- ShowFlagsWindow_PostProcessing=Post Processing
- ShowFloor=Show Floor
- ShowGrid=Show Grid
- ShowHideActors=Show/Hide Actors
- ShowHideButtonGroupLabel=Select
- ShowHideMesh=Show/Hide
- ShowHideUnusedConnectors=Show/Hide Unused Connectors
- ShowInside=Show Inside
- ShowMemStats=Show Resource Memory Usage
- ShowMenu_AdvancedFlags=Advanced
- ShowMenu_NormalFlags=Normal Flags
- ShowMenu_PostProcessFlags=Post processing
- ShowMenu_ShowFlags=SHOW FLAGS
- ShowMirror=Mirror entire scene
- ShowModifiedProperties=Show Only Modified Properties
- ShowMorphKeys=Show Morph Keys
- ShowNodeWeight=Show Node Weights
- ShowNormal=Show Normal
- ShowNormals="Normals"
- ShowNormalsQ=Show Normals?
- ShowOnlySelectedLevels=Show Only Selected
- ShowOnlyUnselectedLevels=Show Only Unselected
- ShowOpenEdges="Open Edges"
- ShowPivot="Pivot"
- ShowRealtimeBoneData=Realtime Bone Data in Bone List
- ShowRefAndLocatorBones=Show Ref and Locator Bones
- ShowReferencePose=Show Reference Pose
- ShowReferences=Show References
- ShowScriptReferences="Include Assets Referenced By Script"
- ShowSection=Show Material Section
- ShowSelectedActors=Show Selected Actors Only
- ShowSelectedAtStartup=Show Selected at Editor Startup
- ShowSelectedBoneInfluences=Show Selected Bone Influences
- ShowSelectedLevels=Show
- ShowSelectedLevelsInContentBrowser=Find in Content Browser...
- ShowSelectedLevelsInSceneManager=Find in Scene Manager...
- ShowSelectedLevelsInSceneManagerWithHotkey=Find in Scene Manager...\tS
- ShowSelectedOnly=Show Selected Only
- ShowSimOptions=Show Sim Options
- ShowSkeleton=Show Skeleton
- ShowSockets=Show Sockets
- ShowSoftBodyTetra=Show Soft Body Tetra
- ShowSphereProxy=Show Sphere Proxy
- ShowStreamingBounds=Show Streaming Bounds
- ShowTangent=Show Tangent
- ShowTangents="Tangents"
- ShowUncompressedAnimation=Show Uncompressed Animation
- ShowUnlit=Show Unlit
- ShowVisibleCuts=Show Visible Cuts
- ShowWidget=Show Widget
- ShowWireframe=Show Wireframe
- ShrinkSelection=Shrink Selection
- Side=Side
- Sim=SIM
- Simple=Simple
- Simplygon_DLLVersionMismatch_F=The Simplygon DLL at '`~' does not match the version compiled into the engine.
- Simplygon_InitDLLFailed=Failed to initialize the Simplygon DLL.
- Simplygon_InvalidLicense=Unable to initialize Simplygon: the license has expired.
- Simplygon_LoadDLL=Loading Simplygon DLL...
- Simplygon_LoadDLLFailed=Failed to find the Simplygon DLL.
- Simplygon_NoLicenseFile_F=Simplygon license not found at `~
- Simplygon_UnknownError=Unable to initialize Simplygon: error code `~
- SinglePerspective=Perspective Only
- Size=Size
- SkelMesh=Mesh
- SkelMeshImporter_MaxBonesExceededError=`~ mesh has exceeded the maximum allowed bone count of `~.
- SkeletalMesh2=Skeletal Mesh 2
- SkeletalMesh=Skeletal Mesh
- SkeletalMeshesSF=Skeletal Meshes
- Skeleton=Skeleton
- SkeletonTreeCaption_F=Skeleton Tree: `~
- Slice=Slice
- SliceColorMode=Slice Color Mode
- SlotName=Slot Name
- SmoothStaticMeshes=Smooth static meshes
- Snap=Snap [A]
- SnapActorsToFloor=Snap Actors To Floor
- SnapAllConstraintsToBone=Snap All Constraints To Bone
- SnapConstraintToBone=Snap Constraint To Bone
- SnapPivotToFloor=Snap Pivot to Floor
- SnapScaling=Snap Scaling
- SnapToFloor=Snap To Floor
- SnapToGrid=Snap To Grid
- SnapViewToActor=Snap View to Actor
- SnapViewToCamera=Snap View to Camera
- SocketAlreadyExists=Socket '%s' already exists in mesh!
- SocketBoneNotFound=Bone '`~' for Socket '`~' not found.
- SocketManager=Socket Manager
- SocketName=Socket Name
- SocketNameAlreadyExists= -Socket name already exists! -
- SocketNameContainsSpaces= -Cannot create a socket that contains spaces! -
- SocketNameIsEmpty= -Cannot create a socket with no name! -
- SocketSetName=Socket Set Name
- SocketSetNotFound=Socket set %s not found!
- SocketSnapping_DialogCaption=Socket Snapping
- SocketSnapping_SnapTransactionName=Snap Actor to Socket
- SocketSnapping_SocketsBox=Sockets
- Sockets=Sockets
- SoftBodyGenerate=Generate Soft Body Tetrahedron Mesh
- SoftBodyToggleSim=Toggle Soft Body Preview Simulation
- SoftSelection=Soft Selection
- Solid=Solid
- SolidMesh=Solid mesh (continuous mesh, no gaps or holes)
- Solidity=Solidity
- SomeNotifiesWereNotCopiedF=Because the destination sequence was shorter, `~ notifies were not copied.
- SomeNotifiesWillNotBeCopiedQ=Some notifies will not be copied because the destination sequence is not long enough. -Proceed?
- SortNotifies=Sort Notifies
- SoundAttenuationNodes=Sound Attenuation Nodes
- SoundCaption_F=Sound `~
- SoundClassEditorCaption=Unreal Sound Class Editor
- SoundClasses=Sound Classes
- SoundCueEditor=Sound Cue Editor
- SoundCueEditorAddInput=Sound Cue Editor: Add Input
- SoundCueEditorBreakLink=Sound Cue Editor: Break Link
- SoundCueEditorCaption_F=Unreal SoundCue Editor: `~
- SoundCueEditorDeleteSelectedNode=Sound Cue Editor: Delete Selected Node
- SoundCueEditorMakeConnectionToConnector=Sound Cue Editor: Make Connection to Connector
- SoundCueEditorNewRandom=Sound Cue Editor: New Random
- SoundCueEditorNewSoundNode=Sound Cue Editor: New Sound Node
- SoundCueEditorNewWave=Sound Cue Editor: New Wave
- SoundCueEditorPaste=Sound Cue Editor: Paste
- SoundCueMultiplePropertiesCaption=Sound Cue Properties (`~ Selected)
- SoundCueNodeCaption=Sound Attenuation Node
- SoundCueNodeMultipleCaption=Sound Attenuation Nodes (`~ Selected)
- SoundCuePropertiesCaption=Sound Cue Properties `~
- SoundGroups=Sound Groups
- SoundNodeRandom_F=Random: `~
- SoundNodeWavePreview=Sound Quality Previewer
- SoundNodeWave_F=SoundNodeWave: `~
- SoundPackage=Sound Package
- SoundSizeCheck=Sound Size
- Sounds=Sounds
- Source=Source
- SourceCaption_F=Source: `~
- SourceControl=Source Control
- SourceControlConnectionProblemsTooltip=Potential Connection Issues with Source Control
- SourceControlDisabledTooltip=Not Connected to Source Control (Click to attempt connection!)
- SourceControlEnabledTooltip=Connected to Source Control
- SourceControlHistoryTitle=File History
- SourceControlRevertTitle=Revert Files
- SourceControlSubmitTitle=Submit Files
- SourceControlSubmit_DescriptionValidityWarning=Changelist description is required to submit
- SourceControl_Add=Adding file(s) to Source Control...
- SourceControl_CheckIn=Checking file(s) into Source Control...
- SourceControl_CheckOut=Checking file(s) out of Source Control...
- SourceControl_Delete=Deleting file(s) from Source Control...
- SourceControl_GetFileHistory=Fetching file history from Source Control...
- SourceControl_GetModifiedFiles=Determining files modified from Source Control versions...
- SourceControl_GetUnmodifiedFiles=Determing files unmodified from Source Control versions...
- SourceControl_Move=Moving file(s) in Source Control...
- SourceControl_Revert=Reverting file(s) in Source Control...
- SourceControl_RevertUnchanged=Reverting unchanged file(s) in Source Control...
- SourceControl_ServerUnresponsive=Source Control is unresponsive. Please check your connection and try again.
- SourceControl_UpdateStatus=Updating Source Control file status...
- SourceControl_GetFileAvailability=Determining if file is available for sync/integration...
- Specular=Specular
- SpecularPower=Sp.Power
- SpeedTreeEditor=SpeedTree Editor
- SpeedTreesSF=SpeedTrees
- SphereRadius=Sphere Radius:
- SphereSimplifiedCollision=Sphere Simplified Collision
- SphylSphere=Sphyl/Sphere
- SplashScreen_ArtToolVersionTextx64=%s Art Tool %s (x64)
- SplashScreen_ArtToolVersionTextx86=%s Art Tool %s
- SplashScreen_ConnectingToSourceControl=Connecting to source control server...
- SplashScreen_DefaultLoading=Loading...
- SplashScreen_DefaultText=Loading
- SplashScreen_InitialStartupProgress=Loading...
- SplashScreen_StartingUpGameAssetDatabase=Starting up the game asset database...
- SplashScreen_TextAppendedSeconds=%s ( %.1f sec )
- SplashScreen_TotalProgressText=Total time elapsed
- SplashScreen_VersionInfo1_F=`~ (Version `~, Changelist `~)
- SplashScreen_WaitingForLogin=Waiting for Perforce login confirmation...
- SplineBreak=Break
- SplineBreakAllLinks=Break All Links
- SplineColor=Spline Color
- SplineConnect=Connect/Flip
- SplineEdCaption=SplineEditor
- SplineEdCaption_F=SplineEditor: %s
- SplineEditorOpen=Open in Spline Editor
- SplineManipulation=SplineManipulation
- SplinePopupMenu=Spline
- SplineReverseAllDirections=Reverse All Directions
- SplineSelectAllNode=Select All On Spline
- SplineSetStraightTangents=Set Straight Tangents
- SplineTestRoute=Test Route
- SplineTestRouteFailed=Test Route Failed
- Splines=Splines
- SplinesSF=Splines
- Split=Split
- SplitEdges=Split Edges
- SpriteCategoryVisibility=Show Sprites
- SpritesSF=Sprites
- SrcMeshNoMirrorTable=Selected SkeletalMesh does not have a mirroring table.
- Standing=Standing
- StartPage_Caption_ToolTip=Show the documentation
- StartSplineLink=Start New Spline Link
- StartingWith=Starting With
- StartupTipDialog_NextTip=Next Tip
- StartupTipDialog_ShowTipsAtStartup=Show tips at startup
- StartupTipDialog_StartupTip=Startup Tip
- StartupTipDialog_Title=Startup Tip
- Startup_ES2NotSupportedInEditorMode=Ignoring -ES2 commandline parameter.\n\nThis option isn't supported in Editor mode
- StatDrawSize=Draw Size
- StatFilter=Stat Filter
- StatGroup=Stat Group
- StatName=Stat Name
- StaticMesh=Static Mesh
- StaticMeshEditor=Static Mesh Editor
- StaticMeshEditorCaption_F=Unreal Static Mesh Editor: `~
- StaticMeshEditor_AddNewLOD= (Add New)
- StaticMeshEditor_Error_FractureMeshMissingSourceMeshData=Fractured Mesh `~ is missing source mesh data. -Please fracture from the original source art.
- StaticMeshEditor_ExportLightmapMesh=Export Light Map Mesh (.OBJ)...
- StaticMeshEditor_ExportLightmapMeshFBX=Export Light Map Mesh (.FBX)...
- StaticMeshEditor_ExportToPromptTitle=Export to...
- StaticMeshEditor_ImportLightmapMesh=Import Light Map Mesh (.ASE)...
- StaticMeshEditor_ImportLightmapMeshFBX=Import Light Map Mesh (.FBX)...
- StaticMeshEditor_ImportToPromptTitle=Import from...
- StaticMeshEditor_InvalidLightMapCoordinateIndex=Lightmap Coordinate is out of bounds for '`~' with a value of `~
- StaticMeshEditor_InvalidLightMapCoordinateIndexOnExport=Lightmap Coordinate is out of bounds for '`~' with a value of `~. -On import, a new set of textures coordinates will be added.
- StaticMeshEditor_LightmapExportFailure=Some static meshes failed to export or provided warnings. -Please check the Log Window for details.
- StaticMeshEditor_LightmapExportFewerTriangles=Fewer polygons have been exported than the raw triangle count. -This Lightmapped UV mesh may contain fewer triangles than the destination mesh on import.
- StaticMeshEditor_LightmapImportFailure=Some static meshes failed to import or provided warnings. -Please check the Log Window for details.
- StaticMeshEditor_LightmapImportFewerTriangles=The source mesh contains fewer triangles than that of the destination mesh '`~', but all source triangles have been successfully mapped to the destination mesh, do you still wish to import?
- StaticMeshEditor_LightmapImportFileReadFailure=File failed to import '`~' LOD index `~
- StaticMeshEditor_LightmapImportNewLightmapCoordinate=New Lightmap Coordinate added for '`~' with an index of `~
- StaticMeshEditor_LightmapImportRemappedTriangleIndices=Raw triangles of the source mesh did not match those of the destination mesh '`~', but a mapping between the two sets has been found
- StaticMeshEditor_LightmapImportTriangleMismatch=Triangle count does not match for '`~' LOD Index `~\nRemember to enable export of Texture Coordinates!
- StaticMeshEditor_LightmapImportUsingDefualtLightmapCoordinate=Importing lightmap coordinates from index 0 of the source mesh
- StaticMeshEditor_LightmapImportVertexMismatch=Vertex count does not match for '`~' LOD Index `~\nRemember to enable export of Texture Coordinates!
- StaticMeshEditor_MultipleFilesSelectedForLOD=You may only select one file for the LOD
- StaticMeshEditor_NoFileSelectedForLOD=No file was selected for the LOD
- StaticMeshEditor_NoSourceDataForExport=Source data missing from model '`~'.
- StaticMeshEditor_ReplaceLOD= (Replace)
- StaticMeshEditor_ResourceSize_F=Resource Size: `.2~ [KB]
- StaticMeshEditor_UnableToLoadFile=Unable to load static mesh from file
- StaticMeshEditor_UnableToSaveFile=Unable to save static mesh to file
- StaticMeshEditor_kDOPTreeSize_F=kDOP Tree Size: `.2~ [KB] `~
- StaticMeshEditor_kDOP_NotStripped=not stripped
- StaticMeshEditor_kDOP_Stripped=stripped
- StaticMeshImport_TooManyVertices_FBX=The model has too many verticies; the maximum is 65535. -Consider splitting up the source mesh into smaller chunks.
- StaticMeshLightingInfo=StaticMesh Lighting Info
- StaticMeshLightingInfoGoto=DlgStaticMeshLightingInfo:GotoActors
- StaticMeshLightingInfoRatio=DlgStaticMeshLightingInfo:Ratio
- StaticMeshLightingInfoSet=DlgStaticMeshLightingInfo:Set
- StaticMeshLightingInfoSwap=DlgStaticMeshLightingInfo:Swap
- StaticMeshMode=Static Mesh Mode | Shift+7
- StaticMeshesSF=Static Meshes\tW
- Status=Status
- StatusBarCameraSpeed_F=Camera Speed: `.1~
- StatusBarMouseWorldspacePosition=Mouse: (`~, `~, `~)
- StatusBarNoChange=( No Change )
- StatusBarWidgetPosition=Position: (`.2~, `.2~, `.2~)
- StatusBarWidgetRotation=Rotation: (`.2~`~, `.2~`~, `.2~`~)
- StatusBarWidgetScale=Scale: (`.2~`~, `.2~`~, `.2~`~)
- StatusBar_PackageCheckoutNeeded=Dirty packages not checked out to you
- StatusBar_PackageCheckoutNotNeeded=No packages need checkout
- StatusBar_SaveErrorMessage=Unsuccessful. -Check dialog for errors.
- StatusBar_SaveOKMessage=Success. -0 errors warnings.
- StepRealtimeDebugging=Step Through (Alt+F9)
- StitchCover=Stitch Cover Links
- Stop=Stop
- StopBuild=Stop Build
- StopMusicTrack=Stop Music Track
- StopSound=Stop Sound
- StoppingMapBuild=Stopping Map Build...
- StraightenTangents=Straighten Tangents
- StreamingBoundsSF=Streaming Bounds
- StreamingMethod:=Streaming Method:
- StrengthPct=Strength (%)
- StretchSection=Stretch Section
- StretchSelectedKeyframes=Stretch Selected Keyframes
- Strikethrough="Strikethrough"
- SubSkeletons=Sub Skeletons
- SubsurfaceScatteringSF=Subsurface Scattering
- Subtract=Subtract
- SubtractAdditiveToSequence=Subtract Additive Animation to selected sequence(s)
- SubtractingBrushFromWorld=Subtracting brush from world
- Subtractive=Subtractive
- SubtractiveGeom=Subtractive
- Subtracts=Subtracts
- SuperGroup = Super Group
- SupportChunks=Support Chunks
- SuppressableWarningDlg_DisableThisWarning=Disable this warning
- SureChangeAssetSkelMesh=Are you sure you want to change the PhysicsAsset '`~' to use the SkeletalMesh '`~'?
- SureCopyMirrorTable=This will replace any existing mirror table on the current SkeletalMesh.\nAre you sure?
- SurfPropMsg=Hold SHIFT while clicking the above buttons to affect surfaces in the opposite direction.
- SurfaceProperties=Surface Properties
- SurfacePropertiesF=Surface Properties (%i Selected)
- SurfaceProperties_EmptyTitle=No Surface Selected
- SurfaceProperties_MultipleMaterials =Multiple Materials
- SurfaceProperties_NoMaterial=No Material
- SurfaceProperties_Title=`~ Surface(s) Selected : `~
- Swap=Swap
- SwapEx=Swap Ex...
- SwapLODSections=Swap LOD Sections
- SwatTurn=Swat Turn
- Sync=Sync Browser
- SyncContentBrowser=Sync to Content Browser
- SyncNodeInBrowser=Sync to Browser
- SystemMovementRadius=Movement Radius
- SystemMovementSpeed=Movement Speed
- TabNameInUse=Name '`~' already in use!
- Tag=Tag
- TargetGroup=Target Group
- TargetPoint=Target Points
- TaskBrowserCompleteTask_CancelButton=Cancel
- TaskBrowserCompleteTask_ChangelistNumberLabel=Changelist
- TaskBrowserCompleteTask_CommentsLabel=Comments
- TaskBrowserCompleteTask_DialogCaption=Mark Task Complete
- TaskBrowserCompleteTask_HoursToCompleteLabel=Time to complete (hours)
- TaskBrowserCompleteTask_OKButton=OK
- TaskBrowserCompleteTask_ResolutionTypeLabel=Resolution
- TaskBrowserConfig_AutoConnectAtStartupLabel=Auto connect at startup
- TaskBrowserConfig_CancelButton=Cancel
- TaskBrowserConfig_ConnectionSettingsLabel=Connection
- TaskBrowserConfig_DialogCaption=Task Browser Settings
- TaskBrowserConfig_OKButton=OK
- TaskBrowserConfig_PasswordLabel=Password
- TaskBrowserConfig_PreferencesLabel=Preferences
- TaskBrowserConfig_ProjectName=Project name
- TaskBrowserConfig_ServerNameLabel=Server
- TaskBrowserConfig_ServerPortLabel=Port
- TaskBrowserConfig_UserNameLabel=Login
- TaskBrowser_Caption_ToolTip=Show the task browser
- TaskBrowser_ConnectButtonLabel=Connect
- TaskBrowser_DatabaseFilterLabel=Database filter
- TaskBrowser_DisconnectButtonLabel=Disconnect
- TaskBrowser_DisplayFilterLabel=Display
- TaskBrowser_Error_ConnectFailed_F=The Task Browser was unable to connect to the task database server. -The following error message was reported:\n\n`~\n\nPlease adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
- TaskBrowser_Error_DisconnectFailed_F=The Task Browser was unable to disconnect to the task database server. -The following error message was reported:\n\n`~
- TaskBrowser_Error_MarkCompleteFailed_F=The Task Browser was unable to mark the specified task(s) as completed. -The following error message was reported:\n\n`~
- TaskBrowser_Error_NeedValidConnectionSettings=In order for the Task Browser to connect to the database server, you'll need to supply valid settings for the server name/port, user name and password, as well as the project (database) name to connect to. -If you're not sure what settings to use then please ask a system administrator, or check the similar settings in desktop task management application's configuration.
- TaskBrowser_Error_NeedValidDataToMarkComplete=Sorry, the task cannot be marked as complete until you've entered valid information for all of the fields. -Please complete the form before pressing the OK button.
- TaskBrowser_Error_QueryFiltersFailed_F=The Task Browser encountered an error while querying a list of filters from the server. -The following error message was reported:\n\n`~
- TaskBrowser_Error_QueryTaskDetailsFailed_F=The Task Browser encountered an error while querying details about a specific task from the server. -The following error message was reported:\n\n`~
- TaskBrowser_Error_QueryTasksFailed_F=The Task Browser encountered an error while querying a list of filtered tasks from the server. -The following error message was reported:\n\n`~
- TaskBrowser_Error_StartingConnect=The Task Browser encountered an uncommon error while trying to connect to the database. -Please adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
- TaskBrowser_Error_StartingDisconnect=The Task Browser encountered an uncommon error while trying to disconnect from the database.
- TaskBrowser_Error_StartingFilterQuery=The Task Browser encountered an uncommon error while trying to query a list of filters from the database.
- TaskBrowser_Error_StartingMarkAsComplete=The Task Browser encountered an uncommon error while trying to mark a task as complete.
- TaskBrowser_Error_StartingQueryTaskDetails=The Task Browser encountered an uncommon error while trying to query details about a task.
- TaskBrowser_Error_StartingQueryTasks=The Task Browser encountered an uncommon error while trying to query a list of tasks.
- TaskBrowser_FilterAssignedToMeLabel=Assigned to me
- TaskBrowser_FilterCreatedByMeLabel=Created by me
- TaskBrowser_FilterCurrentMapLabel=Current map
- TaskBrowser_FilterOnlyOpenLabel=Only open
- TaskBrowser_FixButtonLabel=Mark Complete...
- TaskBrowser_RefreshButtonLabel=Refresh View
- TaskBrowser_ServerStatus_Connected=Connected to the task database.
- TaskBrowser_ServerStatus_Connecting=Connecting to server and logging in...
- TaskBrowser_ServerStatus_ConnectionFailed=Failed to connect to the task database. -Click the Connect button to try again.
- TaskBrowser_ServerStatus_Disconnecting=Disconnecting...
- TaskBrowser_ServerStatus_FailedToInit=Failed to initialize. -No task database providers are available.
- TaskBrowser_ServerStatus_MarkingTaskComplete=Marking task as fixed...
- TaskBrowser_ServerStatus_QueryingFilters=Retrieving filters...
- TaskBrowser_ServerStatus_QueryingTaskDetails=Retrieving task information...
- TaskBrowser_ServerStatus_QueryingTasks=Retrieving task list from server...
- TaskBrowser_ServerStatus_ReadyToConnect=Not connected. -Click the Connect button to login to the task database.
- TaskBrowser_SettingsButtonLabel=Settings...
- TaskBrowser_TaskListColumnName_AssignedTo=Assigned To
- TaskBrowser_TaskListColumnName_CreatedBy=Created By
- TaskBrowser_TaskListColumnName_Name=Summary
- TaskBrowser_TaskListColumnName_Number=Number
- TaskBrowser_TaskListColumnName_Priority=Priority
- TaskBrowser_TaskListColumnName_Status=Status
- TaskBrowser_WaitingForDescription=\n(Downloading task details from server. -Please wait...)
- TaskType=Task Type
- Terrain=Terrain
- TerrainBrowser=Terrain Layer Browser
- TerrainBrowser_AddDecoLayer=AddDecoLayer
- TerrainBrowser_AddDecoration=AddDecoration
- TerrainBrowser_AddLayer=AddLayer
- TerrainBrowser_AddMaterial=AddMaterial
- TerrainBrowser_AddSelectedDecoration=Add Selected Decoration `~
- TerrainBrowser_AddSelectedDisplacement=Add Selected Displacement `~
- TerrainBrowser_AddSelectedLayer=Add Selected Layer `~
- TerrainBrowser_AddSelectedMaterial=Add Selected Material `~
- TerrainBrowser_ChangeColor=Change Color
- TerrainBrowser_ConfirmDeletion=Delete `~?
- TerrainBrowser_ConfirmRecache=Recache terrain shaders?
- TerrainBrowser_CreateAfter= after this item
- TerrainBrowser_CreateAutomatically= (auto create)
- TerrainBrowser_CreateAutomaticallyFromMat= from material (auto create)
- TerrainBrowser_CreateAutomaticallyFromMatSelectPackage= from material (select package)
- TerrainBrowser_CreateBefore= before this item
- TerrainBrowser_CreateNew=Create New
- TerrainBrowser_CreateNewDecoLayer=New DecoLayer `~
- TerrainBrowser_CreateNewDecoration=New Decoration `~
- TerrainBrowser_CreateNewLayer=New Terrain Setup Layer `~
- TerrainBrowser_CreateNewMaterial=New Terrain Material `~
- TerrainBrowser_Delete=Delete
- TerrainBrowser_InvalidTerrainMaterial=Invalid Terrain Material (NULL?)
- TerrainBrowser_MoveLayerDown_ToolTip=Move the selected layer down
- TerrainBrowser_MoveLayerUp_ToolTip=Move the selected layer up
- TerrainBrowser_NoDecLayerSelected=No DecoLayer selceted
- TerrainBrowser_NoLayerSelected=Layer not selected
- TerrainBrowser_NoLayerSetup=Layer has no setup
- TerrainBrowser_NoSelection=Nothing selected
- TerrainBrowser_NoTerrainMaterial=No terrain material set
- TerrainBrowser_NoTerrainMaterialSelected=Terrain material not selected
- TerrainBrowser_RecacheMaterials_ToolTip=Recache Terrain Materials
- TerrainBrowser_Rename=Rename
- TerrainBrowser_ToolTip=Show the terrain browser
- TerrainBrowser_UseSelected_ToolTip=Use the item currently selected in the Content Browser
- TerrainBrowser_ViewMenu=Terrain
- TerrainBrowser_WireframeColor=Wireframe Color
- TerrainCollisionSF=Terrain Collision
- TerrainEdit_ActiveToolLabel=Active Tool:
- TerrainEdit_BakeDisplacementMap=Bake DisplacementMap?
- TerrainEdit_BrushSizer=Brushes
- TerrainEdit_CannotDecrease_AtMTLOne=Cannot decrease tessellation level below 1.
- TerrainEdit_CannotDecrease_MTLPrevent=Cannot decrease num patches below MaxTessellationLevel.
- TerrainEdit_CannotIncrease_MTLPrevent=Cannot increase num patches above 2048.
- TerrainEdit_ColorLabel=Edit Color:
- TerrainEdit_ConfirmDecrease=Tessellation decrease removes detail.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
- TerrainEdit_ConfirmIncrease=Tessellation increase adds vertices.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
- TerrainEdit_CreateButton=Create
- TerrainEdit_CreatePackage=`~ does not exist.\nCreate it?
- TerrainEdit_EnterPath=Enter path
- TerrainEdit_PackageNameRequired=Path is required
- TerrainEdit_CurrentLayerLabel=Layer:
- TerrainEdit_CurrentSizer=Currently Editing
- TerrainEdit_CurrentTerrainLabel=Terrain:
- TerrainEdit_ExportButton=Export
- TerrainEdit_FailedCreatePackage=Failed to create package see log for details.
- TerrainEdit_FalloffLabel=Falloff:
- TerrainEdit_FlattenAngle=Angle
- TerrainEdit_FlattenHeight=Height
- TerrainEdit_HeightMapOnly=Height Map Only?
- TerrainEdit_HeightmapClassLabel=Class
- TerrainEdit_ImportButton=Import
- TerrainEdit_ImportExportSizer=Import/Export
- TerrainEdit_NoTerrainSelected=No terrain selected.
- TerrainEdit_RadiusLabel=Radius:
- TerrainEdit_RetainCurrentTerrain=Into Current?
- TerrainEdit_SettingSizer=Settings
- TerrainEdit_SettingsConstrained=Constrained
- TerrainEdit_SettingsPerTool=Per Tool?
- TerrainEdit_SettingsSoftSelect=SoftSelect
- TerrainEdit_StrengthLabel=Strength:
- TerrainEdit_Title=Unreal TerrainEdit
- TerrainEdit_ToolMirrorLabel=Mirror:
- TerrainEdit_ToolScaleLabel=Scale:
- TerrainEdit_ToolSizer=Tool
- TerrainEdit_Tooltip_AddRemovePolys=Add/Remove Polys
- TerrainEdit_Tooltip_AddRemoveSectors=Add/Remove Sectors
- TerrainEdit_Tooltip_Average=Average
- TerrainEdit_Tooltip_Custom=Custom
- TerrainEdit_Tooltip_Flatten=Flatten
- TerrainEdit_Tooltip_FlattenSpecific=Flatten Specific
- TerrainEdit_Tooltip_ManualEdit=Manual Edit
- TerrainEdit_Tooltip_MarkUnreachable=Mark Unreachable
- TerrainEdit_Tooltip_Merge=Merge
- TerrainEdit_Tooltip_Noise=Noise
- TerrainEdit_Tooltip_Noisy1=Soft1
- TerrainEdit_Tooltip_Noisy2=Soft2
- TerrainEdit_Tooltip_Noisy3=Soft3
- TerrainEdit_Tooltip_Noisy4=Soft4
- TerrainEdit_Tooltip_Noisy5=Soft5
- TerrainEdit_Tooltip_Orientation=Orientation Flip
- TerrainEdit_Tooltip_Paint=Paint
- TerrainEdit_Tooltip_PaintVertex=Paint Vertex
- TerrainEdit_Tooltip_Smooth=Smooth
- TerrainEdit_Tooltip_Solid1=Hard1
- TerrainEdit_Tooltip_Solid2=Hard2
- TerrainEdit_Tooltip_Solid3=Hard3
- TerrainEdit_Tooltip_Solid4=Hard4
- TerrainEdit_Tooltip_Solid5=Hard5
- TerrainEdit_Tooltip_SplitX=Split X
- TerrainEdit_Tooltip_SplitY=Split Y
- TerrainEdit_Tooltip_TexturePan=Texture Pan
- TerrainEdit_Tooltip_TextureRotate=Texture Rotate
- TerrainEdit_Tooltip_TextureScale=Texture Scale
- TerrainEdit_Tooltip_VertexLock=Vertex Lock
- TerrainEdit_Tooltip_Visibility=Visibility
- TerrainEditingMode=Terrain Editing Mode | Shift+3
- TerrainEditor_ERROR_ShiftHeighMap=Height map can not be shifted.
- TerrainLayerRetainAlpha=Retain Alpha?
- TerrainMaterialResource_InvalidMaterial= INVALID MATERIAL
- TerrainMaterialResource_NoMaterials=Empty resource (no materials).
- TerrainPatchesSF=Terrain Patches
- TerrainProp_Tooltip_AddDecoLayer=Add DecoLayer
- TerrainProp_Tooltip_AddDecoration=Add Decoration
- TerrainProp_Tooltip_AddLayer=Add Layer
- TerrainProp_Tooltip_AddMaterial=Add Material
- TerrainProp_Tooltip_DeleteSelected=Delete Selected
- TerrainProp_Tooltip_Hide=Hide
- TerrainProp_Tooltip_Lock=Lock
- TerrainProp_Tooltip_SavePreset=Save Preset
- TerrainProp_Tooltip_UseSelected=Use Selected
- TerrainSF=Terrain\tT
- TerrainTessellationDecrease=Decrease
- TerrainTessellationIncrease=Increase
- TerrainViewSettingsHideLabel=Hide
- TerrainViewSettingsHide_ToolTip=Hide
- TerrainViewSettingsLockLabel=Lock
- TerrainViewSettingsLock_ToolTip=Lock
- TerrainViewSettingsReachabilityLabel=Show Reachability
- TerrainViewSettingsReachability_ToolTip=Toggle Showing Reachability
- TerrainViewSettingsPropertiesLabel=Properties
- TerrainViewSettingsSolidLabel=Solid
- TerrainViewSettingsSolid_ToolTip=Solid
- TerrainViewSettingsViewLabel=View
- TerrainViewSettingsWireLabel=Toggle Wireframe on/off
- TerrainViewSettingsWire_ToolTip=Toggle Wireframe on/off
- Terrain_Error_InvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ `~!
- Terrain_Error_MaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication -
- Terrain_Error_MaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
- Terrain_Error_MissingShaderMap=TERRAIN MATERIAL: Missing shader map `~
- Terrain_Error_NormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
- PrefabEditingMode=Prefab Editing Mode
- PrefabEdit_Title=PrefabEdit
- TessellationSF=Tessellation
- TestCrashCatcher=Test Crash Catcher
- Texture=Texture
- TextureAlignmentMode=Texture Alignment Mode
- TextureContextMenu_CompressNow=Compress Texture Now
- TextureContextMenu_ConvertToSbsImageInput=Create Substance Image Input
- TextureContextMenu_FindAllMaterialsUsingThis=Find All Materials Using This Texture
- TextureContextMenu_FindInTextureStatsBrowser=Find in Texture Stats Browser
- TextureContextMenu_ReflattenTexture=Reflatten Texture
- TextureDensity=Texture Density
- TextureDisplay=Texture Display
- TextureGroup=Texture Group
- TextureGroups=Texture Groups
- TextureManipulation=Texture Manipulation
- TextureMenu=Textures
- TexturePackage=Texture Package
- TextureProperties=Texture Properties
- TexturePropertiesCaption=Texture Properties %s ( %s )
- TexturePropertiesFrame_Border_ToolTip=Toggle Preview Border (Right click for advanced options)
- TexturePropertiesFrame_ChangeBackground_ToolTip=Change Preview Background Color
- TexturePropertiesFrame_ChangeBorderColor=Change Texture Border Color...
- TexturePropertiesFrame_ChangeCheckerboardColorOne=Change First Checkerboard Color...
- TexturePropertiesFrame_ChangeCheckerboardColorTwo=Change Second Checkerboard Color...
- TexturePropertiesFrame_CheckerNumPixels=Number of Pixels per Checker Tile
- TexturePropertiesFrame_Checkerboard_ToolTip=Toggle Preview Checkerboard (Right click for advanced options)
- TexturePropertiesFrame_ExpandToViewportFrame_ToolTip=Expand to Viewport Frame (Texture will scale up to fit the bounds of the viewport, if necessary)
- TexturePropertiesFrame_PaddingX=Preview Padding: X:
- TexturePropertiesFrame_PaddingY=Y:
- TexturePropertiesFrame_Padding_ToolTip=Preview Window Padding/Offset
- TexturePropertiesFrame_UseCheckerboardAsBG=Fill Background with Checkerboard
- TextureProperties_CompressNow=Compress Now
- TextureProperties_QuickInfoPaneLabel=Texture Info
- TextureProperties_ReimportTexture=Reimport
- TextureProperties_ReimportTexture_Tooltip=Reimport the texture while enabling Defer Compression
- TextureProperties_ToggleAlpha=Toggle Alpha Channel
- TextureProperties_ToggleBlue=Toggle Blue Channel
- TextureProperties_ToggleDesaturation=Toggle Desaturation
- TextureProperties_ToggleGreen=Toggle Green Channel
- TextureProperties_ToggleRed=Toggle Red Channel
- TextureQuickInfo360EffectiveRes=Xbox 360 In Game: `~ x `~
- TextureQuickInfo360LODBias=Xbox 360 LOD Bias: `~
- TextureQuickInfoDisplayedRes=Displayed: `~ x `~
- TextureQuickInfoEffectiveRes=Max In Game: `~ x `~
- TextureQuickInfoImportedRes=Imported: `~ x `~
- TextureQuickInfoIsNotStreamed=Never Streamed
- TextureQuickInfoIsStreamed=Streamed
- TextureQuickInfoLODBias=Calculated LOD Bias: `~
- TextureQuickInfoPS3EffectiveRes=PS3 In Game: `~ x `~
- TextureQuickInfoPS3LODBias=PS3 LOD Bias: `~
- TextureQuickInfoPixelFormat=Format: `~
- TextureQuickInfoStreamedMethod=Method: `~
- TextureShadowMap_Bytes=Texture ShadowMap (Bytes)
- TextureStatsBrowser_CombinedStats=Combined (Current / Fully Loaded):
- TextureStatsBrowser_ConsoleMenu=Console
- TextureStatsBrowser_CurrentDim=Current Dimension
- TextureStatsBrowser_CurrentKB="Current KB -"
- TextureStatsBrowser_Desc="Max Dimension"
- TextureStatsBrowser_Export=Export...
- TextureStatsBrowser_Format="Format -"
- TextureStatsBrowser_FullyLoadedKB=Fully Loaded KB
- TextureStatsBrowser_Group="Group "
- TextureStatsBrowser_HideSelection=Hide Selection
- TextureStatsBrowser_HighResMipsKB=HighRes Mips KB
- TextureStatsBrowser_ImportCookerData=Import Cooker Data
- TextureStatsBrowser_InvertSelection=Invert Selection
- TextureStatsBrowser_ItemActivated=Item Activated
- TextureStatsBrowser_KB=KB
- TextureStatsBrowser_LODBias=LODBias
- TextureStatsBrowser_LastTimeRendered=Last Seen(sec)
- TextureStatsBrowser_LowResMipsKB=LowRes Mips KB
- TextureStatsBrowser_ModeAllLevels=All Streaming Levels
- TextureStatsBrowser_ModeCookerStatistics=Cooker Statistics
- TextureStatsBrowser_ModeCurrentLevel=Current Streaming Level
- TextureStatsBrowser_ModeRemoteCapture=Remote Capture
- TextureStatsBrowser_ModeSelectedActors=Selected Actor(s)
- TextureStatsBrowser_ModeSelectedMaterials=Selected Material(s)
- TextureStatsBrowser_Name="Name "
- TextureStatsBrowser_NumUses="Uses -"
- TextureStatsBrowser_Packages=Packages
- TextureStatsBrowser_Path="Path -"
- TextureStatsBrowser_RightClick_SyncToActors=Find Actors using this texture
- TextureStatsBrowser_RightClick_SyncToMaterials=Find Materials using this texture in the Content Browser
- TextureStatsBrowser_Streaming="Streaming"
- TextureStatsBrowser_TexType="Type "
- TextureStatsBrowser_TextureListModeLabel=Texture Listing Mode
- TextureStatsBrowser_ToolTip=Show the texture stats browser
- TextureStatsBrowser_UnhideAll=Unhide All
- TextureViewer=Texture Viewer
- TexutreLightMap_Bytes=Texture LightMap (Bytes)
- TheFollowingLevelsAreHidden=The following levels are hidden:
- TheFollowingStreamingLevelsAreHidden=The following streaming levels are hidden:\n
- ThumbnailFormat=Thumbnail Format
- Thumbnails=Thumbnails
- TierColorationSF=Tier Coloration
- SpatialGridColoration=Spatial Grid Coloration
- Time=Time
- TimeInSeconds=Time (Seconds)
- TimeShift=Time Shift
- ToBrush=To Brush
- ToFirst=To First
- ToLast=To Last
- ToggleAction=Toggle Action
- ToggleAutoKey=Toggle Automatic LookAt Keys
- ToggleBounds=Toggle Bounds
- ToggleCloth=Toggle Cloth
- ToggleClothCollisions=Display Cloth Collisions
- ToggleClothMeshes=Display Cloth Meshes
- ToggleClothNormals=Display Cloth Normals
- ToggleClothPhysicsAsset=Display Cloth Physics Asset
- ToggleClothPlanes=Display Cloth Constrainment Planes
- ToggleCounterDisplay=Toggle Counter Display
- ToggleCurveEditor=Toggle Curve Editor
- ToggleCurvedConnections=Toggle Curved Connections
- ToggleEmitterEnabled=Toggle This Emitter On/Off
- ToggleEnableEmitter=Toggle Enable Emitter
- ToggleEmitterVisible=Toggle This Emitter Editor Visibility
- ToggleFreezeCloth=Freeze Cloth
- ToggleGraphicsHierarchy=Toggle Graphics Hierarchy
- ToggleGroupingExpressions=Toggle Grouping Expressions
- ToggleGroupsActive=Allow Group Selection\tCtrl+Shift+G
- ToggleIK=Toggle IK
- ToggleKDop=Toggle kDOP
- ToggleLink=Toggle Link
- ToggleLinkPIE=Toggle Link for PIE
- ToggleLockLocations=Toggle Lock Locations
- ToggleLoopSystem=Toggle Loop System
- ToggleMassProperties=Toggle Mass Properties
- ToggleMaterialUsageFlagsOff=Toggle material usage flags [OFF]
- ToggleMaterialUsageFlagsOn=Toggle material usage flags [ON]
- ToggleMeshWeights=Toggle Mesh Weights
- ToggleMeshWeightsFull=Toggle Mesh Weights FULL
- ToggleMotionMode=Toggle Motion
- ToggleOffSRGBForTextures=Toggle Off sRGB flag for all Textures
- ToggleOffUsedWithMeshParticles=Toggle Off bUsedWithInstancedMeshParticles
- ToggleOffUsedWithSkeletalMesh=Toggle Off bUsedWithSkeletalMesh
- ToggleOffUsedWithSpriteParticles=Toggle Off bUsedWithParticleSystem
- ToggleOffUsedWithStaticMesh=Toggle Off bUsedWithStaticMesh
- ToggleOnSRGBForTextures=Toggle On sRGB flag for all Textures
- ToggleOnUsedWithMeshParticles=Toggle On bUsedWithInstancedMeshParticles
- ToggleOnUsedWithSkeletalMesh=Toggle On bUsedWithSkeletalMesh
- ToggleOnUsedWithSpriteParticles=Toggle On bUsedWithParticleSystem
- ToggleOnUsedWithStaticMesh=Toggle On bUsedWithStaticMesh
- ToggleOrbitMode=Toggle Orbit Mode
- TogglePanInvert=Toggle Invert Panning
- TogglePostProcess=Toggle Post process
- TogglePrefabLock=Lock Prefabs from Selection
- ToggleRealtime=Toggle Realtime
- ToggleRealtimeDebugging=Enable Kismet Debugging
- ToggleSnap=Toggle Snap
- ToggleSurfaceFlags=Toggle Surface Flags
- ToggleUVOverlayD=Disable UV Overlay
- ToggleUVOverlayE=Enable UV Overlay
- ToggleUVDrawAllSets=Draw all Material's UV Maps at once
- ToggleViewContacts=Toggle View Contacts
- ToggleViewLinks=Show Spline Links
- ToggleWireframe=Toggle Wireframe
- Tolerance=Tolerance
- TolerancePromptTitle=Enter Tolerance for pruning linear keys:
- TollTip_SquintMode=Toggle 'Squint Mode'
- ToneMapHighRange=Exposure Level (EV100):
- Tool=Tool
- ToolTip_100=Invert the current selection
- ToolTip_101=Show the actor classes browser
- ToolTip_102=Show the group browser
- ToolTip_103=Show the layer browser
- ToolTip_105=Show the log browser
- ToolTip_106=Show the content browser
- ToolTip_107=Show UnrealKismet
- ToolTip_108=Switch to the '`~' viewport configuration
- ToolTip_109=Shows the actor properties window
- ToolTip_10=Editing Mode [B]
- ToolTip_110=Shows the surface properties window
- ToolTip_111=Shows the world properties window
- ToolTip_112=Toggle builder brush marker polys
- ToolTip_113=Toggle fullscreen mode
- ToolTip_114=Add to BSP
- ToolTip_115=Subtract from BSP
- ToolTip_116=Intersect with BSP
- ToolTip_117=Deintersect from BSP
- ToolTip_118=Add a mover
- ToolTip_11=Movement Space
- ToolTip_120=Add a special brush
- ToolTip_121=Import a brush
- ToolTip_122=Export builder brush
- ToolTip_123=Rebuild geometry
- ToolTip_124=Rebuild lighting
- ToolTip_125=Rebuild AI pathing
- ToolTip_126=Rebuild Cover
- ToolTip_127=Rebuild everything
- ToolTip_128=Play this level in an editor window. Holding Control will start in spectator mode.
- ToolTip_129=Start this level on `~. Holding Control will start in spectator mode.
- ToolTip_12=Toggle Simulation [S]
- ToolTip_130=Play Level
- ToolTip_131=2D Shape Editing Tool
- ToolTip_132=Add A New Terrain
- ToolTip_133=Check map for errors
- ToolTip_134=Play this level in the active viewport. Holding Control will start in spectator mode.
- ToolTip_138=Toggle the use of the drag grid
- ToolTip_139=Toggle the use of the rotation grid
- ToolTip_13=Cycle Mesh Rendering Mode [H]
- ToolTip_140=Create a new layer
- ToolTip_141=Rename the selected layer
- ToolTip_142=Delete the selected layer
- ToolTip_143=Add all selected actors to selected layers
- ToolTip_144=Delete selected actors from selected layers
- ToolTip_145=Select all the actors belonging to this layers
- ToolTip_146=Deselect all the actors belonging to this layers
- ToolTip_147=Refresh the window
- ToolTip_148=Rebuild AI Pathing (for selected paths)
- ToolTip_149=Rebuild Everything (but only selected paths)
- ToolTip_14=Cycle Collision Rendering Mode [J]
- ToolTip_153=Delete expression
- ToolTip_154=Create a new shape
- ToolTip_155=Open an existing shape
- ToolTip_156=Save the shape
- ToolTip_157=Save the shape with a new name
- ToolTip_158=Paste data in the clipboard into the map at the clicked location
- ToolTip_159=Lock Selected Actors to Camera
- ToolTip_15=Cycle Constraint Rendering Mode [K]
- ToolTip_160=Publish the loaded map by cooking (creates faster loading content, but is slower to publish)
- ToolTip_161=Publish the loaded map by copying (creates slower loading content, but is faster to publish)
- ToolTip_162=Create a new project
- ToolTip_16=Toggle Drag Grid
- ToolTip_17=Toggle Rotation Grid
- ToolTip_18=Change Drag Grid
- ToolTip_19=Change Rotation Grid
- ToolTip_1=Use Selected AnimSet in Content Browser
- ToolTip_20=Open a Recently Opened Map
- ToolTip_21=Special Paste Options
- ToolTip_22=Reference Coordinate System
- ToolTip_23=Create a new level
- ToolTip_24=Open an existing level file
- ToolTip_26=Undo the last action | Ctrl+Z
- ToolTip_27=Redo the previously undone action | Ctrl+Y
- ToolTip_28=Slowest Camera Speed
- ToolTip_29=Normal Camera Speed
- ToolTip_2=Use Selected SkeletalMesh in Content Browser
- ToolTip_2DShapeEditor=2D Shape Editing Tool
- ToolTip_30=Fast Camera Speed
- ToolTip_31=Transformation Widget | Enables 3D handles for translating, rotation or scaling selected actors
- ToolTip_32=Translation Mode | Translate selected objects using the widget. (Right click to type in translation values)
- ToolTip_33=Rotation Mode | Rotate selected objects using the widget. (Right click to type in rotation values)
- ToolTip_34=Scaling Mode | Scale selected objects using the widget. (Right click to type in scaling values)
- ToolTip_35=Non uniform Scaling Mode | Scale selected objects non uniformly using the widget. (Right click to type in scaling values)
- ToolTip_36=Find Actors
- ToolTip_37=Fullscreen Mode | F11
- ToolTip_38=Cut | Cut out the selection and put it into the clipboard
- ToolTip_39=Copy | Copy the selection and put it into the clipboard
- ToolTip_3=Show Skeleton
- ToolTip_40=Paste | Paste data in the clipboard into the map
- ToolTip_41=Open Content Browser
- ToolTip_42=Open UnrealKismet
- ToolTip_43=Toggle Brush Polygons
- ToolTip_44=Build Geometry for Visible Levels
- ToolTip_45=Build Lighting | Ctrl+Shift+;
- ToolTip_46=Build Paths (right click for partial build)
- ToolTip_47=Build Cover Nodes
- ToolTip_48=Build All
- ToolTip_49=Where to propagate changes to that you make in the editor
- ToolTip_4=Show Bone Names
- ToolTip_50=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode.
- ToolTip_50_F=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode. Holding Shift will launch via Unreal Frontend.
- ToolTip_50_FP=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode.
- ToolTip_51=Show Background?
- ToolTip_52=Plane
- ToolTip_53=Cylinder
- ToolTip_54=Cube
- ToolTip_55=Sphere
- ToolTip_56=Home
- ToolTip_58=Viewport Type
- ToolTip_59=Scene View Mode
- ToolTip_5=Cycle Mesh Rendering Mode
- ToolTip_61=Group By Class
- ToolTip_62=Sphere Primitive
- ToolTip_63=Cube Primitive
- ToolTip_64=Cylinder Primitive
- ToolTip_65=Plane Primitive
- ToolTip_66=Search By Name
- ToolTip_67=Toggle Modifier Window
- ToolTip_69=Show Wireframe
- ToolTip_6=Socket Manager
- ToolTip_70=Show Bounds
- ToolTip_71=Show Collision
- ToolTip_72=Lock Camera
- ToolTip_73=Save Thumbnail Angle
- ToolTip_74=Open shape
- ToolTip_75=Save shape
- ToolTip_76=Import file into an empty map
- ToolTip_77=Merge the imported file with the currently loaded map
- ToolTip_78=Export everything in the map
- ToolTip_79=Export only the selected items
- ToolTip_7=Selected lights ignore selected primitives
- ToolTip_80=Create a new map
- ToolTip_81=Open an existing map
- ToolTip_82=Save current level
- ToolTip_83=Save the map with a new name
- ToolTip_84=Save all packages
- ToolTip_85=Exits the editor
- ToolTip_86=Undo the last action
- ToolTip_87=Redo the previously undone action
- ToolTip_88=Toggle display/use of the widget
- ToolTip_89=Use the translation widget
- ToolTip_8=Selected lights affect selected primitives
- ToolTip_90=Use the rotation widget
- ToolTip_91=Use the scaling widget
- ToolTip_93=Cut out the selection and put it into the clipboard
- ToolTip_94=Copy the selection and put it into the clipboard
- ToolTip_95=Paste data in the clipboard into the map
- ToolTip_96=Duplicate the selection
- ToolTip_97=Delete the selection
- ToolTip_98=Deselect everything
- ToolTip_99=Select everything
- ToolTip_9=Selected lights' ignore lists are cleared
- ToolTip_ASV_BoneList_CollapseAllBones=Toggle Collapse All Bones
- ToolTip_ASV_BoneList_DrawAllBoneLabels=Toggle Draw All Bone Labels
- ToolTip_ASV_BoneList_RealtimeBoneData=Toggle Show All Bone Data
- ToolTip_ASV_BoneList_DrawAllBoneTraces=Toggle Draw All Bone Animation Traces
- ToolTip_AddBSP=Add to BSP
- ToolTip_AddSelActorsToLayer=Add selected actors to this layer
- ToolTip_AddSelectedActors=Add all selected actors to selected groups
- ToolTip_ArtTool=In Editor
- ToolTip_ArtToolConsole=Launch ArtTool on your %s.
- ToolTip_ArtToolLaunchMenu=Launch ArtTool
- ToolTip_ArtToolPC=Launch ArtTool on your PC.
- ToolTip_ArtTool_HotloadMap=Recooks and Hotloads the Map
- ToolTip_ArtTool_Options=Open the ArtTool setup dialog.
- ToolTip_AtomicResourceImport=Re import resources in all selected packages
- ToolTip_Autosave=Click to toggle Autosave
- ToolTip_AutosaveMenu=Change Autosave Interval
- ToolTip_Bookmarks=Set or Jump to different locations of the viewport
- ToolTip_BuildAll=Build All
- ToolTip_BuildLighting=Build Lighting
- ToolTip_CameraSpeedSetting=Camera Movement Speed (Left click to cycle, right click for menu)
- ToolTip_ChangeDragGrid=Change Drag Grid
- ToolTip_ChangeRotationGrid=Change Rotation Grid
- ToolTip_CheckMapErrors=Check map for errors
- ToolTip_Cinem_Launch_Setup=Open the Cinema Launch setup dialog.
- ToolTip_CinemaList=Open Cinema Sequence
- ToolTip_CleanUnusedExpressions=Clean Unused Expressions
- ToolTip_CopyData=Copy the selection and put it into the clipboard
- ToolTip_CreateMap=Create a new map
- ToolTip_CreateEnvironment=Generates a new map with default sublevels
- ToolTip_CreateNewLayer=Create a new layer
- ToolTip_CubePrimitive=Cube Primitive
- ToolTip_CutData=Cut out the selection and put it into the clipboard
- ToolTip_CycleCollision=Cycle Collision Rendering Mode [J]
- ToolTip_CycleConstraint=Cycle Constraint Rendering Mode [K]
- ToolTip_CycleMesh=Cycle Mesh Rendering Mode [H]
- ToolTip_CylinderPrimitive=Cylinder Primitive
- ToolTip_DebugMenu_LoadUserSettings=Force <gamename>UserSettings.ini to be reloaded (Will not repopulate settings that have been cached off)
- ToolTip_DebugMenu_SaveUserSettings=Force <gamename>UserSettings.ini to be saved out
- ToolTip_DebugMenu_TestAutoSave=Trigger an autosave
- ToolTip_DebugMenu_TestCrashCatcher=Simulate a crash to confirm crash catcher is working
- ToolTip_DebugMenu_TestGarbageCollection=Trigger a garbage collection <"obj gc">
- ToolTip_DebugMenu_ToggleSystemBeep=Enable/Disable System Beeps from wxWindow objects
- ToolTip_DeintersectBSP=Deintersect from BSP
- ToolTip_DeleteCurrentLayer=Delete current layer
- ToolTip_DeleteExpression=Delete expression
- ToolTip_DeleteGroups=Delete the selected groups
- ToolTip_DeleteSelectedActors=Delete selected actors from selected groups
- ToolTip_DeleteSelection=Delete the selection
- ToolTip_DeselectActorsThisGroup=Deselect all the actors belonging to this group
- ToolTip_DeselectEverything=Deselect everything
- ToolTip_DistributionToggle=Select to make Distributions use the curves, not the baked lookup tables.
- ToolTip_DrawScale3DX=DrawScale3D X
- ToolTip_DrawScale3DY=DrawScale3D Y
- ToolTip_DrawScale3DZ=DrawScale3D Z
- ToolTip_DrawScale=DrawScale
- ToolTip_DuplicateSelection=Duplicate the selection
- ToolTip_EditingMode=Editing Mode [B]
- ToolTip_Exit=Exits the editor
- ToolTip_ExportBrush=Export builder brush
- ToolTip_ExportEverything=Export everything in the map
- ToolTip_ExportSelectedItems=Export only the selected items
- ToolTip_ExportSelectedLevels=Export everything in the selected levels
- ToolTip_FarPlaneSlider=Distance to far clipping plane
- ToolTip_FastestCamera=Fastest Camera Speed
- ToolTip_FreezeAllGroups = Freeze selection for all groups
- ToolTip_GameCameraSettings=Game camera settings
- ToolTip_GenerateCollisionMesh=Generate Havok Collision Mesh
- ToolTip_GenerateLODs=Generate LODs
- ToolTip_GroupByClass=Group By Class
- ToolTip_Home=Home
- ToolTip_ImportBrush=Import a brush
- ToolTip_ImportFileIntoEmptyMap=Import file into an empty map
- ToolTip_InstallOnIOSDevice=Install on iOS device
- ToolTip_InstallOnIOSDevice_ToolBar=Install on iOS device. -Right click to edit settings.
- ToolTip_IntersectBSP=Intersect with BSP
- ToolTip_InvertCurrentSelection=Invert the current selection
- ToolTip_IssueReporter=Bring up form to report an editor issue
- ToolTip_JumpToBookmark=Jumps to a previously bookmarked viewport location
- ToolTip_JumpToRestoreBookmark=Also restores the levels visible at the time
- ToolTip_LevelStreamingVolumePrevis=Level Streaming Volume Previs
- ToolTip_LightingQuality=Lighting Quality Setting (right click to set)
- ToolTip_LockSelectedActorsCamera=Lock Selected Actors To The Camera
- ToolTip_MainMenu_File_CreateACopy=Create a deep copy of the map.
- ToolTip_MainMenu_File_MoveOrRenameLevel=Change the package location or name of the current level.
- ToolTip_MakeAllGroupsVisible = Make all groups visible
- ToolTip_MatQualityToggle=Select to use low quality materials (for materials that have a Quality Switch expression)
- ToolTip_MaterialEditorApply=Apply changes to original material and its use in the world.
- ToolTip_MaterialEditorApplyInstances=Applying changes to material instances.
- ToolTip_MaterialEditorHotload=Hotload the original material.
- ToolTip_MaterialEditorFlatten=Flatten the material to a texture for mobile devices
- ToolTip_MaterialEditorPropagateToFallback=Propagate changes to Fallback Material (This will overwrite the Fallback Material!)
- ToolTip_MaterialEditorRegenerateAutoFallback=Regenerate Automatic Fallback (This will update the "Fallback Dropped Inputs")
- ToolTip_MaterialEditorToggleStats=Toggle Material Statistics
- ToolTip_MaterialEditorViewSource=View Source
- ToolTip_MaterialEditor_Toolbar_Plane=Plane
- ToolTip_MergeImportedFile=Merge the imported file with the currently loaded map
- ToolTip_MouseLock=Prevent the mouse from being able to move/rotate/scale actors. -Only selection will be allowed.
- ToolTip_MovementSpace=Movement Space
- ToolTip_NewGroup=Create a new group
- ToolTip_NewShape=Create a new shape
- ToolTip_NonUniformScaleWidget=Use the non uniform scaling widget
- ToolTip_NormalCamera=Normal Camera Speed
- ToolTip_OnlineHelp=Goes to online UDN help site
- ToolTip_OpenContentBrowser=Open the Content Browser window
- ToolTip_OpenKismet=Open Kismet
- ToolTip_OpenKismetForThisLevel=Open this level's Kismet
- ToolTip_OpenMap=Open an existing map
- ToolTip_OpenRecentMap=Open a Recently Opened Map
- ToolTip_OpenShape=Open shape
- ToolTip_PSysLODRealtimeToggle=Select to have ParticleSystem use distance LOD in the perspective viewport.
- ToolTip_PasteData=Paste data in the clipboard into the map
- ToolTip_PasteDataIntoMap=Paste data in the clipboard into the map at the clicked location
- ToolTip_PerViewGroups=Toggle group visibility for this view only
- ToolTip_PickColorForThisLevel=Pick color for this level
- ToolTip_PlanePrimitive=Plane Primitive
- ToolTip_PlayInEditorControlToSpectate=Play this level in an editor window. Holding Control will start in spectator mode.
- ToolTip_PlayLevel=Play Level
- ToolTip_PlayLevelInEditor=Play this level in an editor window.
- ToolTip_PlayOnMobilePreviewerSettings=Edit mobile previewer settings
- ToolTip_PostProcessVolumePrevis=Post Process Volume Previs
- ToolTip_PropogateEditorChanges=Where to propagate changes to that you make in the editor
- ToolTip_PsysHelperToggle=Select to have ParticleSystem helpers draw in the viewports.
- ToolTip_RealTime=Real Time
- ToolTip_RealtimeExpressionPreview=Toggle Expression Realtime Preview
- ToolTip_RealtimeMaterialExpressions=Toggle Realtime Expression Viewport
- ToolTip_RealtimeMaterialPreview=Toggle Realtime Material Viewport
- ToolTip_RebuildAI=Rebuild AI pathing
- ToolTip_RebuildEnvironmentCubeMap=Rebuild environment cubemap for all environment capture actors
- ToolTip_RebuildEnvironmentCubeMapSelected=Rebuild environment cubemap for selected environment capture actors
- ToolTip_RebuildEverything=Rebuild everything
- ToolTip_RebuildGeometry=Rebuild geometry
- ToolTip_RebuildLighting=Rebuild lighting
- ToolTip_RebuildPrecomputedShadows=Rebuild precomputed shadows for ALL stationary lights
- ToolTip_RebuildPrecomputedShadowsSelected=Rebuild precomputed shadows for selected stationary lights
- ToolTip_Redo=Redo the previously undone action
- ToolTip_EditorPreferences=Edit global editor preferences.
- ToolTip_RefCoordinateSystem=Reference Coordinate System
- ToolTip_RefreshWindow=Refresh the window
- ToolTip_RemSelActorsFromLayer=Remove selected actors from this layer
- ToolTip_RemoveSkeletalMeshCB=Remove the selected skeletal mesh from the dropdown combo box
- ToolTip_RenameGroup=Rename the selected group
- ToolTip_ResizeTopAndBottomViewportsTogether=Locks the vertical sash so that the top and bottom viewports share the same width.
- ToolTip_RotationWidget=Use the rotation widget
- ToolTip_RunUnitTests=Choose from a selection of valid unit tests to run.
- ToolTip_SaveAllLevels=Save all levels
- ToolTip_SaveAllMaps=Save all maps
- ToolTip_SaveAllWritable=Saves all writable packages. -Will not prompt for checkout. Does not save new packages that are not on disk.
- ToolTip_SaveAndMarkForAdd=Saves the current level and places it within a pending Perforce changelist.
- ToolTip_SaveDlg=Opens a dialog with save options for packages and levels.
- ToolTip_SaveLevel=Save Level
- ToolTip_SaveMapAs=Save the map with a new name
- ToolTip_SaveShape=Save shape
- ToolTip_SaveShapeNewName=Save the shape with a new name
- ToolTip_SaveThumbnailAngle=Save Thumbnail Angle
- ToolTip_ScaleWidget=Use the scaling widget
- ToolTip_SceneViewMode=Scene View Mode
- ToolTip_ScreenCapture=Take a Screen Shot of this Viewport
- ToolTip_SearchForActors=Search for actors
- ToolTip_SearchName=Search By Name
- ToolTip_SelLayerActors=Select the actors inside of this layer
- ToolTip_SelectActorsThisGroup=Select all the actors belonging to this group
- ToolTip_SelectByProperty=Select by property
- ToolTip_SelectEverything=Select everything
- ToolTip_SelectPostProcessVolume=Selects the post process volume currently affecting the perspective viewport
- ToolTip_SelectPreviewMesh=Select Preview Mesh
- ToolTip_SetAnimSeq=Set animation sequence based on current selection
- ToolTip_SetBookmark=Bookmarks the current location of the viewport
- ToolTip_SetPreviewEnvironmentSphere=Use Selected TextureCube or Environment Capture as Environment Sphere Texture
- ToolTip_SetProjectDirectory=Set default directory for all file operations.
- ToolTip_ShowActorClassesBrowser=Show the actor classes browser
- ToolTip_ShowActorProperties=Shows the actor properties window
- ToolTip_ShowBackground=Show Background?
- ToolTip_ShowBinormals=Show Binormals
- ToolTip_ShowBoneNames=Show Bone Names
- ToolTip_ShowBounds=Show Bounds
- ToolTip_ShowCollision=Show Collision
- ToolTip_ShowContentBrowser=Show the content browser
- ToolTip_ShowDirectLighting=Show Direct lighting
- ToolTip_ShowEmissiveLighting=Show Emissive lighting
- ToolTip_ShowGroupBrowser=Show the group browser
- ToolTip_ShowIndirectLighting=Show Indirect lighting
- ToolTip_ShowKismet=Show Kismet
- ToolTip_ShowLayerBrowser=Show the layer browser
- ToolTip_ShowLevelBrowser=Show the level browser
- ToolTip_ShowLogBrowser=Show the log browser
- ToolTip_ShowMaterialParams=Show all material parameters.
- ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
- ToolTip_ShowNormals=Show Normals
- ToolTip_ShowOpenEdges=Show Open Edges
- ToolTip_ShowSkeleton=Show Skeleton
- ToolTip_ShowSocketNames=Show/hide socket names
- ToolTip_ShowSurfaceProperties=Shows the surface properties window
- ToolTip_ShowTangents=Show Tangents
- ToolTip_ShowTerrainBrowser=Show Terrain Layer Browser
- ToolTip_ShowUnlit=Show Unlit
- ToolTip_ShowWireframe=Show Wireframe
- ToolTip_ShowWorldProperties=Shows the world properties window
- ToolTip_SlowCamera=Slowest Camera Speed
- ToolTip_SnapScaling=If enabled, all scaling operations will scale in increments of the selected percentage value.
- ToolTip_SocketManager=Socket Manager
- ToolTip_SpherePrimitive=Sphere Primitive
- ToolTip_Spline=Toggle spline editing for multiple splines
- ToolTip_StartLevelControlToSpectate=Start this level on your %s. Holding Control will start in spectator mode.
- ToolTip_StartLevelOnYour=Start this level on your %s.
- ToolTip_SubtractBSP=Subtract from BSP
- ToolTip_SwitchViewportConfig=Switch to the '%s' viewport configuration
- ToolTip_ToggleAutoExposure=Toggle Auto Exposure
- ToolTip_ToggleBrushMarkerPolys=Toggle brush marker polys
- ToolTip_ToggleBrushPolys=Toggle Brush Polys
- ToolTip_ToggleDragGrid=Toggle the use of the drag grid
- ToolTip_ToggleFullscreen=Toggle fullscreen mode
- ToolTip_ToggleGrid=Toggle Grid
- ToolTip_ToggleLODLocking=Toggle LOD Locking (same type viewports share camera location, ortho views use perspective LOD parenting distances)
- ToolTip_ToggleMaterialTimeUpdates=Toggle Material Time Updates Globally
- ToolTip_ToggleMayaMode=Toggle Maya Control Mode
- ToolTip_ToggleModifierWindow=Toggle Modifier Window
- ToolTip_TogglePreviewEnvironmentSphere=Toggle Preview Environment Sphere
- ToolTip_ToggleQuickProcBuilding=Toggles quick ProcBuilding mode
- ToolTip_ToggleRotationGrid=Toggle the use of the rotation grid
- ToolTip_ToggleShowFlags=Toggle Show Flags
- ToolTip_ToggleSimulation=Toggle Simulation [S]
- ToolTip_ToggleSocketSnapping=Enable/disable socket snapping
- ToolTip_ToggleWidget=Toggle display/use of the widget
- ToolTip_TranslationRotationWidget=Use the combined translation/rotation widget
- ToolTip_TranslationWidget=Use the translation widget
- ToolTip_UVOverlay=Show UV Overlay
- ToolTip_UnFreezeAllGroups = UnFreeze selection for all groups
- ToolTip_Undo=Undo the last action
- ToolTip_UnfreezeAll=Unfreeze All Actors for Selection
- ToolTip_UnlitMovement=Unlit Movement
- ToolTip_UsageFilter=Usage Filter: Display only referenced assets
- ToolTip_UseAnimSetCB=Use Selected AnimSet in Content Browser
- ToolTip_UseSelectedStaticMeshInCB=Use Selected Static or Skeletal Mesh in Content Browser
- ToolTip_UseSkelCompareGB=Use Selected Skeleton in Generic Browser
- ToolTip_UseSkeletalMeshCB=Use Selected SkeletalMesh in Content Browser
- ToolTip_UseViewOcclusion=View Occlusion
- ToolTip_VeryFastCameraSpeed=Very Fast Camera Speed
- ToolTip_ViewportLocked=Lock Viewport
- ToolTip_ViewportType=Viewport Type
- ToolTip_ViewportTypeSetting=Viewport Type (Left click to cycle, right click for menu)
- Tools=Tools
- ToolsMove=Move Tool
- ToolsMoveRotate=Combined Move Rotate Tool
- ToolsRotate=Rotate Tool
- ToolsScale=Scale Tool
- ToolsScaleNonUniform=Non Uniform Scale Tool
- ToolsSelect=Select Tool
- Tooltip_StaticMeshEditor_ShowUV_Channel=Which UV channel to show
- Top=Top
- TossFlashCache=Toss Flash Cache
- TossFlashCache_Tooltip=Throw out the cached Flash data for this texture
- TotalTexelMemory=Total Texel Memory (kB)
- TrackDelete=Track Delete
- TrackProperties=Track Properties
- TrackFavorites=Track Favorites
- TransactionIsActive=Undo Transaction Is Active Cannot Open Matinee.
- Transaction_ConvertToVolume=Convert to Volume: `~
- Transform=Transform
- Transforming=Transforming
- Translate=Translate
- TranslateAnimation=Translate Animation
- TranslateRotate=Combined Translate Rotate
- TranslateSceneByOffset=Translate Scene by Offset
- TranslateSocket=Translate Socket
- TranslationMode=Translation Mode [W]
- TranslucencySF=Translucency
- TransmissionColor=TMission Color
- TransmissionMask=TMission Mask
- Tree=Tree
- TriangleSortBackface=Draw Backface For Strips
- TriangleSortMode=Custom Triangle Sorting Mode
- TriangleSortModeLR=Triangle Sorting Left/Right Selection
- Triangles_F=Triangles: -`~
- Triangulate=Triangulate
- Triggers=Triggers
- TrimSoundCueEnd=Trim Sound End
- TrimSoundCueStart=Trim Sound Start
- Turn=Turn
- TwoFileMustBeSameFormat=Both mesh files must be the same file format: FBX or PSK
- TwoSided=Two Sided
- Type=Type
- TypeData=TypeData
- TypeOfGeometry=Geometry Style
- U=U
- UDKTitle=Unreal Development Kit
- UDKTitle_RHI_F=Unreal Development Kit (`~ bit, `~)
- UDNWarningErrorHelpF1=UDN Warning/Error Help (F1)
- UEFError_FailedToCreateXML=Failed to create profile, an unknown error has occurred:\n`~
- UEFError_FailedToFindMap=Failed to find current map for cooking, please ensure that it is saved:\n`~
- UEFError_FailedToFindUFE=Failed to find UnrealFrontend, please verify that the file is present:\n`~
- UEFError_FailedToLaunchUFE=Failed to launch UnreadFrontend, an unknown error has occurred.
- UEFError_FailedToSave=Failed to save modified files, please verify that all modified files can be saved.
- UEFError_UFEFailed=UnrealFrontend failed with error code:\n`~
- UPanAmount=U Pan Amount:
- UVChannelText=UV Channel
- UVChannels_F=UV Channels: -`~
- UVGenerationSuccessful=UV Generation Successful. -Charts Generated = , Max Stretch Generated = .2.
- UVIndex=UV Index (From 0):
- UVOverlay=UV Overlay
- UVOverlay_F=Showing UV channel `~ for LOD `~
- UVOverlay_SkelMesh_F=Showing UV channel `~ for material `~ for LOD `~
- UVOverlay_SkelMesh_AllMaterials_F=Showing UV channel `~ for all materials for LOD `~
- UberConvert=Uber Convert
- UberModuleConvertConfirm=Convert emitter to Uber module?
- UnBakePivot=Reset PrePivot
- UnFreezeAllGroups =Make All Groups UnFrozen
- UnHideAll=UnHide All
- UnableToEditCinemaOfInvisibleLevel=Unable to edit a cinema in a level that is not visible. Please make '%s' visible and try again.
- UnableToMoveToInvisibleLevel=Unable to move actors to levels that are invisible.
- UnableToMoveToInvisibleOrLockedLevel=Unable to move actors to levels that are invisible or locked.
- UnableToPasteGroupIntoCameraAnim=Unable to paste a group into a CameraAnim.
- UnableToPasteOnlyOneDirectorGroup=Unable to complete paste operation. -You can only have 1 director group per UnrealMatinee.
- UnableToSaveInvisibleLevels=Save aborted. -Levels must be made visible before they can be saved.
- UnableToSaveLockedLevels=Save aborted. -Level must be unlocked before it can be saved.
- UnableToSaveSomeInvisibleLevels_F=Some levels were invisible and could not be saved. -The following levels were not saved:\n\n`~
- UnableToSaveSomeLockedLevels_F=Some levels were locked and could not be saved. -The following levels were not saved:\n\n`~
- UncheckAll=Uncheck All
- Undefining=Undefining
- Underline="Underline"
- Undo=Undo
- UndoA=Undo\tCtrl Z
- UndoLastAction=Undo the last action
- Undo_F=Undo `~
- Undo_FA=Undo `~\tCtrl+Z
- Undo_SnapBrushOrigin=Snap Brush Origin
- Undo_SnapBrushVertices=Snap Brush Vertices
- UnfixBody=Unfix Body
- UnfixBodyBelow=Unfix All Bodies Below..
- UnfreezeAll=Unfreeze All Actors\tCtrl+U
- UnitTest_Errors=Errors:
- UnitTest_Fail=Fail
- UnitTest_GenericImport_NoFilesFoundToImport=No files found in directory `~ to import.
- UnitTest_LogItems=Log Items:
- UnitTest_Results=Unit Test Results:\n
- UnitTest_SimpleOutput=`~ Errors, `~ Warnings, `~ Log Items
- UnitTest_SpecificTestNotRunDueToSlowTask=Cannot run test `~, as another slow task is already in progress.
- UnitTest_Success=Success
- UnitTest_TestNotFound=Test `~ does not exist and could not be run.
- UnitTest_TestNotValid=Test `~ is not valid for the current application settings and could not be run.
- UnitTest_TestsNotRunDueToSlowTask=Cannot run unit tests, as another slow task is already in progress.
- UnitTest_Warnings=Warnings:
- UnitTest_WindowTitle=Unit Tests
- UnlinkCrowdDestinations=Unlink Crowd Destinations\tCtrl+Shift+U
- Unlit=Unlit
- Unload=Unload
- UnloadDirtyObjectsList=The following objects have been modified and cannot be unloaded:
- UnloadDirtyObjectsSave=Saving these objects will allow them to be unloaded.
- UnloadE=Unload...
- Unloading=Unloading
- Unloadingf=Unloading `~...
- UnlockAllLevels=Unlock All
- UnlockReadOnlyLevels=Unlock read only levels
- UnlockSelectedLevels=Unlock Selected Levels
- UnmappedTexelsMemory=Unmapped Memory Cost (kB)
- UnmirrorAnimation=Unmirror Animation
- Unmotorise=Disable Motor
- UnmotoriseBelow=Disable Motors Below..
- UnrealEd=UnrealEd
- UnrealEdCaption_F=`~ `~
- UnrealEdStartup_GameAssetDatabaseStartupWarnings=Warning: -The editor's asset database encountered a problem while starting up, so some asset tagging and browsing features will be unavailable. -Usually, this is because the asset database SQL server isn't accessible. -Check the log file for details.\n\n(You can use the -NoGADWarning command line option to suppress this message, or you can switch to "offline mode" by editing your configuration files. -See UDN documentation for more info.)
- UnrealEdTitle_F=Unreal Editor for `~
- UnrealEdTitle_RHI_F=Unreal Editor for `~ (`~ bit, `~)
- UnrealEdVersion=Version: `~ Changelist: `~
- UnrealEdVersionTitle=`~\nCopyright © 1998 2013 -Epic Games, Inc.\nAll rights reserved.
- UnsmoothStaticMeshes=Unsmooth static meshes
- Untitled=Untitled
- UnusedLightmapPercent_F=Estimated Unused Lightmap Percentage: `~
- Update=Update
- UpdateAll=Update All
- UpdateBaseToProcBuilding=Update Base to Proc Building
- UpdateBounds=Update Bounds
- UpdateFromAnim=Update From Anim
- UpdateKeyframe=Update Key Frame
- UpdateLatest_F=Update '`~' to latest version
- UpdateList=Update List
- UpdateMorphTarget=Update Morph Targets
- UpdatePrefabHiddenLevelsQ=Prefabs in hidden levels will not be updated. -Continue with prefab update?
- UpdateReferencersQ=Update Referencers?
- UpdateSceneCapture=Update Image Reflection Scene Capture
- UsageFilterTypes[0]="Content Packages"
- UsageFilterTypes[1]="Loaded Levels"
- UsageFilterTypes[2]="Current Level"
- UsageFilterTypes[3]="Visible Levels"
- UseActorAsParentQ=Use 'Actor' As Parent?
- UseContentBrowserSelection=Use Content Browser Selection
- UseCurrentTexture=Use Current Texture
- UseDragGrid=Use Drag Grid
- UseErrorColoring=Use Error Coloring
- UseGameplayStats=Use Gameplay Stats
- UsePresetColors=Use Preset Colors
- UseRotationGrid=Use Rotation Grid
- UseSelectedMorphTargetSet=Use Selected MorphTargetSet in Content Browser
- UseSelectedSkeletalMeshInBrowser=Use Selected SkeletalMesh In Browser
- UseVertsWith=Use Verts With
- UserProperty=User Property
- UVOverlayChannelIdxLabel=Channel:
- UVOverlaySectionIdxLabel=Material:
- UVOverlayUVIdxLabel=UV:
- V=V
- VPanAmount=V Pan Amount:
- VarMenu=Variable
- Vertex=Vertex
- VertexLightMap_Bytes=Vertex LightMap (Bytes)
- VertexShadowMap_Bytes=Vertex ShadowMap (Bytes)
- Vertices_F=Vertices: -`~
- View=View
- ViewAllBut=View All But
- ViewAnimTree=View Animation Tree
- ViewChunk=Show Chunks
- ViewChunkMode=Show Mode
- ViewEndOfTrack=Move to End of Track
- ViewFitLoop=View Fit Loop
- ViewFitLoopSequence=Fit View/Loop to Sequence
- ViewFitSequence=View Fit Sequence
- ViewFitToSelected=Fit View to Selected
- ViewGraphically=View Graphically
- ViewHorizontalGuides=Horizontal
- ViewMode=View Mode
- ViewModuleDump=View Module Dump
- ViewOnly=View Only
- ViewOriginAxes=View Origin Axes
- ViewParticleCounts=View Particle Counts
- ViewParticleEvents=View Particle Event Counts
- ViewParticleGeometry=View Geometry
- ViewParticleMemory=View Particle Memory
- ViewParticlePerformanceMetrics=View Particle Performance Metrics
- ViewParticleSizes=View Particle Sizes
- ViewParticleTimes=View Particle Times
- ViewParticleLifetime=View Estimated Particle System Lifetime
- ViewPixelOverdrawDensity=View Pixel Overdraw Density
- ViewReferencers=View What References This
- ViewReferences=View What This References
- ViewSource=View Source Code
- ViewTextually= View Textually
- ViewUVClipmapSaving=View UV Clipmap Savings
- ViewUpTo=View Up To
- ViewVerticalGuides=Vertical
- Viewing=Viewing
- ViewportConfiguration=Viewport Configuration
- ViewportOptionsMenu_AllowMatineePreview=UnrealMatinee Preview
- ViewportOptionsMenu_Show=Show
- ViewportOptionsMenu_ShowFlagsQuickMenu=Show Flags Quick Menu
- ViewportOptionsMenu_ToggleGameView=Game View\tG
- ViewportOptionsMenu_ToggleRealTime=Real Time\tCtrl+R
- ViewportOptionsMenu_Type=Viewport Type
- ViewportOptionsMenu_UnlitMovement=Unlit Movement
- ViewportOptions_AddCameraActor=Add camera actor here
- ViewportOptions_AddCameraActor_ToolTip=Adds a camera actor at the current camera location/rotation
- ViewportOptions_MakeViewOcclusionParent=View Culling/Occlusion
- ViewportOptions_MakeViewOcclusionParent_ToolTip=Set this viewport to be the occlusion parent. -Use other viewports to view the occluded/culled scene.
- ViewportOptions_ShowFPS=Show FPS\tShift+H
- ViewportOptions_ShowFPS_ToolTip=Toggles display of frames per second (FPS) over real time viewports
- ViewportOptions_ShowStats=Show Stats\tShift+L
- ViewportOptions_ShowStats_ToolTip=Toggles display of stats over real time viewports
- ViewportPresetSizes_Menu=Viewport Preset Sizes
- ViewportShowFlagsMenu_VertexColorsSF=Vertex Colors
- ViewportToolbar_ResizeToDevice=Resize to viewport to match device
- ViewportToolbar_TearOffNewFloatingViewport=Tear Off Floating Copy
- ViewsButtonBar_ToolTip_1x1Split=2x2 Split
- ViewsButtonBar_ToolTip_1x2Split=2x2 Split
- ViewsButtonBar_ToolTip_2x2Split=2x2 Split
- ViewsButtonBar_ToolTip_SinglePerspectiveView=Single Perspective View
- Visible=Visible
- VisibleQ=Visible?
- VisualizeDOFLayersSF=Visualize Depth of Field Layers
- VisualizeSSAOSF=Visualize Screen Space Ambient Occlusion
- Volume=Volume
- VolumeActorNULLCollisionComponent=`~ : Volume actor has NULL collision component please delete!
- VolumeActorVisibility=Show Volumes
- VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius please delete!
- VolumeButtonGroupLabel=Volumes
- VolumesSF=Volumes\tO
- WalkPastSmallBones=Walk Past Small Bones
- WarnDialogFatTexture=\nThe following textures exceed the max limit of %.2f MB:\n\n
- WarnDialogLODAssignment=\nThe following textures need their GroupLOD property assigned:\n\n
- WarnDialogTextureResourceNull=Mesh component %s uses a material that refereneces a null, missing, or deleted texture.
- WarnLogFatTexture=This texture (size=%.2f MB) exceeds the max size limit of %.2f MB.
- WarnLogLODAssignment=This texture needs its GroupLOD property assigned: %s.
- WarnLogStreamingTextureNotMarked=Texture should be marked with the bIsStreamingTexture flag, and can't be marked with bIsShared.
- WarnNewMoveTrackOnStatic=WARNING: Creating Move Track on a Static Actor.\nAre you sure?
- WarnTotalTexturesMaxed=\nThe accumulated texture limit of %.2f MB for this package has been exceeded by: %.2f MB\n
- WarningLargePieceCount64k=The slice counts you have selected are likely to produce more than `~ pieces. -There is a 64k piece limit. -Select OK to continue, or Cancel to abort.
- WarningLargePieceCount=The slice counts you have selected are likely to produce more than `~ pieces. -Select OK to continue, or Cancel to abort.
- WarningLargePieceCount_Title=Large Piece Count Warning
- WarningNoSkelInfluences=Warning skeletal mesh is has no vertex influences
- Warning_CompileErrorsInMaterial=The Current Material has compilation errors.\nAre you sure you wish to continue?
- Warning_CompileErrorsInMaterial_Title=Warning: Compilation errors in this Material
- Warning_CouldNotAddToPerforce=There was an error attempting to mark this file for add!
- Warning_ExternalPackageRef=The following packages have references to external packages: \n`~\nExternal packages won't be found when in a game and all references will be broken. -Proceed?
- Warning_IncompatibleFBX_Title=Warning: Incompatible FBX version.
- Warning_InterpActorAttachedToNodeWithLODConflicts='`~' : InterpActor is attached to a node which doesn't exist in all LOD of the skeletal mesh
- Warning_LargeFileImport=Attempting to import a very large file, proceed?\nFile Size: `~ MB
- Warning_LargeTextureImport=Attempting to import `~ x `~ texture, proceed?\nLargest supported texture size: `~ x `~
- Warning_ManyActors=Warning: Many Actors
- Warning_ManyActorsForDeselect=There are `~ selected actors. Are you sure you want to deselect them all?
- Warning_ManyActorsForGroupSelect=There are `~ actors in the world. Are you sure you want to continue?
- Warning_ManyActorsForInvertSelect=There are `~ actors in the world. Are you sure you want to invert selection on them all?
- Warning_ManyActorsForSelect=There are `~ actors in the world. Are you sure you want to select them all?
- Warning_ManyActorsToSelectOne=There are `~ selected actors. Selecting this actor will deselect them all. Are you sure?
- Warning_MaterialEditorFallbackParameterMismatch=Warning: Some parameters in the Fallback Material do not also exist in the Base Material: -%s -\nMaterial Instances won't be able to access these parameters. -Do you want to continue anyway?
- Warning_NPTTexture=The texture you are importing is not a power of two. -Non power of two textures are never streamed and have no mipmaps. Proceed?
- Warning_NPTTextureNotAMultipleOfFour=Non power of two textures must be multiples of four. -DXT compress requires this.
- Warning_NoNameSpecified=The file could not be added to Perforce because no file name was specified!
- Warning_OutOfDateFBX=An out of date FBX has been detected.\nImporting different versions of FBX files than the SDK version can cause undesirable results.\n\nFile Version: `~\nSDK Version: `~
- Warning_SkeletalMeshActorAnimTreeTemplateAssigned='`~' : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its' AnimTreeTemplate set to None
- Warning_SkeletalMeshActorAnimationsNotAssignedCorrectly='`~' : -SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
- Warning_SkeletalMeshActorMATAnimTreeTemplateNotAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
- Warning_SkeletalMeshActorMATAnimationsAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
- Warning_SwfArtImportErrors_Title=Import Errors.
- Warning_TextureNotAPowerOfTwo=Cannot import texture with non power of two dimensions
- Warning_UsingExternalObject=Externally referenced
- Warning_UsingExternalPackage=This map is using externally referenced packages which won't be found when in a game and all references will be broken. Perform a map check for more details.\n\nWould you like to continue?
- Warning_WarningHiddenLevelsBeforeRebuild=Lighting will only be built for visible levels, and these levels are not visible: `~. -Doing a partial rebuild.
- Warning_WarningHiddenLevelsBeforeRebuildTitle=Hidden levels
- Warning_WritableObjectsNotCheckedOut=The following objects are writable on disk but not checked out from source control:`~
- Warning_WritableObjectsNotCheckedOutTitle=Writable objects Not Checked Out
- WarningsAndErrors=Warnings/Errors
- WelcomeScreen_Title=Welcome!
- Weld=Weld
- WeldBodies=Weld Bodies
- WeldTo=WELD TO...
- WeldToThisBody=Weld To This Body.. [D]
- WidgetSettings_AbsoluteTranslation=Use Absolute Translation
- WidgetSettings_AbsoluteTranslation_Tooltip=Use Absolute Translation
- WidgetSettings_IncludeTranslateRotateZWidget=Enable Combined Translate/Rotate Widget
- WidgetSettings_IncludeTranslateRotateZWidget_Tooltip=Include the multi purpose Translate/Rotate Z tool when cycling through widgets
- WidgetSettings_Title=Widget Settings
- Wind=Wind
- Wire=Wire
- Wireframe=Wireframe
- WithReferences=With References
- World=World
- WorldFrame=World Frame
- WorldOrigin=World Origin
- WorldPositionOffset=World Position Offset
- WorldProperties=World Properties
- WxDlgFbxSceneInfo_Title=FBX Scene Info
- WxDlgFbxStaticMeshLODImport_Title=Import LOD
- WxDlgMorphFbxImport_LODGroupNames=Mesh to import:
- WxDlgMorphLODFbxImport_Header=Select morph target for FBX morph (`~) on LOD level `~:
- WxDlgMorphLODImport_Filename=Import from file:
- WxDlgMorphLODImport_LODLevel=LOD Index
- WxDlgMorphLODImport_MorphObject=Morph Target Object
- WxDlgMorphLODImport_Title=Morph Target LOD Import
- X=X
- XAxis=X Axis
- Xbox360FileSize=Xbox360 File Size (Bytes)
- XorWithMemory=Xor With Memory
- Y=Y
- YAxis=Y Axis
- Yaw=Yaw
- Yes=Yes
- YesToAll=Yes to All
- Z=Z
- ZAxis=Z Axis
- ZeroExtent=Zero Extent
- ZoneColorsSF=Zone Colors
- Zoning=Zoning
- ZoomMode=Zoom Mode
- ZoomToFit=Zoom To Fit
- ZoomToScrubPos=Zoom To Scrub Position
- [Errors]
- DDrawMode=DirectDraw was unable to set the requested video mode
- Error_LightmapExportRequiresUnCompressed=Lightmap compression must be disabled for re importing Lightmaps.
- Failed3D=3d hardware initialization failed
- LoadWarningSuffix_circularredirection=" [circular redirection]"
- LoadWarningSuffix_privateobject=" [private]"
- LoadWarningSuffix_redirection=" [redirection]"
- [CommandNames]
- CurveEditor_ChangeInterpModeAUTO=Interp Mode AUTO
- CurveEditor_ChangeInterpModeAUTO_Desc=Interp Mode AUTO
- CurveEditor_ChangeInterpModeBREAK=Interp Mode BREAK
- CurveEditor_ChangeInterpModeBREAK_Desc=Interp Mode BREAK
- CurveEditor_ChangeInterpModeCONSTANT=Interp Mode CONSTANT
- CurveEditor_ChangeInterpModeCONSTANT_Desc=Interp Mode CONSTANT
- CurveEditor_ChangeInterpModeLINEAR=Interp Mode LINEAR
- CurveEditor_ChangeInterpModeLINEAR_Desc=Interp Mode LINEAR
- CurveEditor_ChangeInterpModeUSER=Interp Mode USER
- CurveEditor_ChangeInterpModeUSER_Desc=Interp Mode USER
- CurveEditor_FitViewHorizontally=Fit View Horizontally
- CurveEditor_FitViewHorizontally_Desc=Zoom the view to fit all content horizontally
- CurveEditor_FitViewToAll=Fit View to All
- CurveEditor_FitViewToAll_Desc=Zoom the view to fit all content (horizontally and vertically)
- CurveEditor_FitViewToSelected=Fit View to Selected
- CurveEditor_FitViewToSelected_Desc=Zoom to fit the selected keys in view
- CurveEditor_FitViewVertically=Fit View Vertically
- CurveEditor_FitViewVertically_Desc=Zoom the view to fit all content vertically
- Matinee_AddKey=Add New Key
- Matinee_ChangeKeyInterpModeAUTO=Key Interp Mode AUTO
- Matinee_ChangeKeyInterpModeAUTO_Desc=Key Interp Mode AUTO
- Matinee_ChangeKeyInterpModeBREAK=Key Interp Mode BREAK
- Matinee_ChangeKeyInterpModeBREAK_Desc=Key Interp Mode BREAK
- Matinee_ChangeKeyInterpModeCONSTANT=Key Interp Mode CONSTANT
- Matinee_ChangeKeyInterpModeCONSTANT_Desc=Key Interp Mode CONSTANT
- Matinee_ChangeKeyInterpModeLINEAR=Key Interp Mode LINEAR
- Matinee_ChangeKeyInterpModeLINEAR_Desc=Key Interp Mode LINEAR
- Matinee_ChangeKeyInterpModeUSER=Key Interp Mode USER
- Matinee_ChangeKeyInterpModeUSER_Desc=Key Interp Mode USER
- Matinee_Copy=Copy Groups/Tracks
- Matinee_CropAnimationBeginning=Crop Animation Beginning
- Matinee_CropAnimationEnd=Crop Animation End
- Matinee_Cut=Cut Groups/Tracks
- Matinee_DecrementPosition=Decrement Interpolation Position
- Matinee_DeleteSelection=Delete Selection
- Matinee_DuplicateSelectedKeys=Duplicate Selected Keys
- Matinee_IncrementPosition=Increment Interpolation Position
- Matinee_MarkInSection=Mark Section IN
- Matinee_MarkOutSection=Mark Section OUT
- Matinee_MoveActiveDown=Select Next Track
- Matinee_MoveActiveUp=Select Previous Track
- Matinee_MoveToNextKey=Move To Next Key
- Matinee_MoveToPrevKey=Move To Previous Key
- Matinee_Paste=Paste Groups/Tracks
- Matinee_PlayForward=Play Forward
- Matinee_PlayReverse=Play Reverse
- Matinee_Redo=Redo
- Matinee_SplitAnimKey=Split Animation Key
- Matinee_Stop=Stop Playback
- Matinee_TogglePlayPause=Toggle Play/Pause
- Matinee_ToggleSnap=Toggle Snap To Keys
- Matinee_Undo=Undo
- Matinee_ViewEndOfTrack=Move to End of Track
- Matinee_ViewEndOfTrack_Desc=Moves the view to the end of the currently selected track(s)
- Matinee_ViewFitLoop=Fit View to Loop
- Matinee_ViewFitLoopSequence=Fit View/Loop to Sequence
- Matinee_ViewFitLoopSequence_Desc=Resets the loop markers and zooms the view to fit the entire sequence
- Matinee_ViewFitLoop_Desc=Zoom the view to fit the looping section
- Matinee_ViewFitSequence=Fit View to Sequence
- Matinee_ViewFitSequence_Desc=Zoom the view to fit the entire sequence
- Matinee_ViewFitToSelected=Fit View to Selected
- Matinee_ViewFitToSelected_Desc=Zoom the view to fit the selected keys
- Matinee_ZoomIn=Zoom In
- Matinee_ZoomInAlt=Zoom In (Alternate)
- Matinee_ZoomOut=Zoom Out
- Matinee_ZoomOutAlt=Zoom Out (Alternate)
- [WxClient]
- ClassCaption="WxWindows Manager"
- [CommandCategoryNames]
- Cascade=Cascade
- CurveEditor=Curve Editor
- Kismet=Kismet
- LevelEditor=Level Editor
- MaterialEditor=Material Editor
- Matinee=Matinee
- [Lightmass]
- LightmassError_BadLightMapCoordinateIndex=StaticMesh has invalid LightMapCoordinateIndex.
- LightmassError_BuildSelected=Building selected actors only, lightmap memory and quality will be sub optimal until the next full rebuild.
- LightmassError_BuildSelectedNothingSelected=Building selected actors and BSP only, but no actors or BSP selected!
- LightmassError_EmissiveFracturedMesh=A fractured static mesh had bUseEmissiveForStaticLighting=true, which is not supported on fractured static meshes due to their geometric complexity.
- LightmassError_EmissiveMeshExtremelyHighPolyCount=Object did not create emissive lights even though it had bUseEmissiveForStaticLighting=true due to excessive polycount (more than 5000).
- LightmassError_EmissiveMeshHighPolyCount=Object has bUseEmissiveForStaticLighting=true, but a large number of polygons (more than 3000) and will result in a long lighting build.
- LightmassError_MissingImportanceVolume=No importance volume found lighting build will take a long time.
- LightmassError_MissingPrecomputedVisibilityVolume=Level has bPrecomputeVisibility enabled but no Precomputed Visibility Volumes, precomputed visibility will not be effective.
- LightmassError_ObjectMultipleDominantLights=Object is affected by multiple dominant lights, each primitive can only be affected by one dominant light at most.
- LightmassError_ObjectOverlappedUVs=Object has overlapping UVs.
- LightmassError_ObjectWrappedUVs=Object has wrapping UVs.
- LightmassError_SupportFP=Lightmass requires a graphics card with support for floating point rendertargets. Aborting!
- UseErrorColoringButton_Tooltip=Display objects with lighting errors in identifying colors rather than black (Lightmass only).
- UseLightmassButton_Tooltip=Allows you to temporarily override the World Properties setting.
- [PackageDirtyFlags]
- CrossLevelRefsChanged=Cross level references have been modified in this map. These changes require that all modified maps be saved.
- HasCriticalErrors=Warning, this package has critical errors. Please resolve them and save the package.
- PostLoadFixUp=Changes to the object were made during loading.
- StreamingVolumeCrossLevelRefsChanged=Streaming volume cross level references have been modified in this map. -Without the map save the streaming functionality may not work.
- GUIDsRegeneratedOnLoad=File contains a copy of GUIDs from another file which must be regenerated. Resave the asset to fix this problem.
- OutdatedLastSavePath=Object has been moved, renamed or copied outside of the editor and must be resaved.
- SplineAutoReimport=Spline auto reimport occurred due to a source mesh change.
- InvalidDueToMaterialParentageChange=Parent was invalidated and reset to the default material due to a cycle that was detected in the material parentage.
- InvalidDueToMaterialFunctionChange=Must be resaved due to a change in a referenced material function.
- InvalidDueToMaterialDecalChange=The material decal setup on a material used by the mesh has changed and the properties have been propogated to the skeletal mesh.
- GenericDirty=Asset has been updated due to user content changes.
- CurveEditorSetupChanges=Curve editor changes editor only data.
- NewAsset=New Asset.
- ReferencesMovedObject=Must be resaved because it contains references to moved objects.
- [UIEditor]
- DataSet=Data Set
- DataSource=Data Source
- DlgAddCalloutButton_Error_ExistingChild="There is already a button with that name. -Please choose another name for the new button."
- DlgAddCalloutButton_Error_ExistingTag="There is already a button using that input alias. Please choose a different alias."
- DlgAddCalloutButton_Label_ButtonClass="Choose Class:"
- DlgAddCalloutButton_Label_InputAlias="Choose Alias:"
- DlgAddCalloutButton_Label_WidgetTag="Widget Tag:"
- DlgAddCalloutButton_Title="Add Callout Button"
- DlgAddCalloutButton_ToolTip_ButtonClass="Choose the class to use for the new button."
- DlgAddCalloutButton_ToolTip_InputAlias="Choose the button alias to associate with this button."
- DlgAddCalloutButton_ToolTip_WidgetTag="Enter a unique name for this button. -This is the name that will appear in the scene browser tree."
- DlgChooseNewKey_Title="Select Input Key"
- DlgChooseTabPageClass_ComboCaption="Page Class:"
- DlgChooseTabPageClass_Title="Choose the type of page to add"
- DlgDiffStates_LayoutGroupCaption=Panel Layout
- DlgDiffStates_Layout_Horizontal=Horizontal
- DlgDiffStates_Layout_Vertical=Vertical
- DlgDiffStates_Title_f="Comparing States of Style: `~ "
- DlgDockingEditor_HelpText_DockFace="Choose which face from the target widget should be docked to."
- DlgDockingEditor_HelpText_DockPadding="Choose the amount of padding for this face. -Positive values push the docked widget, while negative values pull the docked widget."
- DlgDockingEditor_HelpText_DockPaddingType="Controls how the padding value is interpreted. -Percentage values must be between 0 and 1."
- DlgDockingEditor_HelpText_DockTarget="Select the widget this face should be docked to."
- DlgDockingEditor_Label_DockTarget="Left,Top,Right,Bottom"
- DlgDockingEditor_Title="Docking Editor"
- DlgDockingEditor_ToolTip_DockFace="Target Face"
- DlgDockingEditor_ToolTip_DockPadding="Padding"
- DlgDockingEditor_ToolTip_DockPaddingType="Padding Value Type"
- DlgDockingEditor_ToolTip_DockTarget="Target Widget"
- DlgEditStyle_Title_f="Editing Style: `~"
- DlgEditStyle_Warning_ModifiedStateRevert=You have modified data for an unchecked state, leaving this state unchecked will cause it to be reverted to the parent style value.\n Do you want to lose the changes made to the unchecked states?
- DlgEditStyle_Warning_Title=Unchecked States Revert
- DlgNewSkin_Label_PackageName="Package Name:"
- DlgNewSkin_Label_SkinName="Skin Name:"
- DlgNewSkin_Title="Create New Skin"
- DlgNewStyle_HelpText_StyleClass="Choose the type of style to create."
- DlgNewStyle_HelpText_StyleName="This is the name that will appear in the style browser."
- DlgNewStyle_HelpText_StyleTag="This name will be used to reference this style from unrealscript. -It cannot contain spaces."
- DlgNewStyle_HelpText_StyleTemplate="Choose the style to base this style on. -Any changes made to the base style will be propagated to the new style."
- DlgNewStyle_Label_StyleClass="Style Type"
- DlgNewStyle_Label_StyleGroupName="Group Name:"
- DlgNewStyle_Label_StyleGroupNameNoExist="Group '`~' doesn't exist. Do you want to create this group?"
- DlgNewStyle_Label_StyleGroupName_ToolTip="Select existing group from list or enter name for new group and press Enter"
- DlgNewStyle_Label_StyleName="Friendly Name:"
- DlgNewStyle_Label_StyleTag="Unique Tag:"
- DlgNewStyle_Label_StyleTemplate="Template:"
- DlgNewStyle_Title="Create New Style"
- DlgNewStyle_Tooltip_StyleClass="Type Of Style"
- DlgNewStyle_Tooltip_StyleName="Style Name"
- DlgNewStyle_Tooltip_StyleTag="Style Tag"
- DlgNewStyle_Tooltip_StyleTemplate="Style Template"
- DlgRemoveTabPage_ComboCaption="Page Number:"
- DlgRemoveTabPage_Title="Choose the page to remove"
- DlgRenameLayer_Error_EmptyName="You must specify a name for the layer."
- DlgRenameLayer_Label="Enter the new tag for the Layer"
- DlgRenameLayer_Title="Rename Layer"
- DlgRenameScene_Error_EmptyName="You must specify a name for the scene."
- DlgRenameScene_Error_NameInUse="That name is already in use by another scene within the same package."
- DlgRenameScene_Label="Enter the new tag for the scene"
- DlgRenameScene_Title="Rename Scene"
- DlgRenameWidget_Error_EmptyName="You must specify a name for the widget."
- DlgRenameWidget_Error_NameInUse="That name is already in use by another widget within the same parent"
- DlgRenameWidget_Label="Enter the new tag for the widget"
- DlgRenameWidget_Title="Rename Widget"
- DlgSelectWidget_Label="Choose a widget from the list"
- DlgSelectWidget_Title="Select Widget"
- DlgUIAddSoundCue_Title="Add UISoundCue"
- DlgUICreateConfigDataTag_DataStorePath="Data Store: `~"
- DlgUICreateConfigDataTag_EditMode_Title="Edit Data Tag"
- DlgUICreateConfigDataTag_Error="Error"
- DlgUICreateConfigDataTag_NeedText="All of the text fields need to be filled out!"
- DlgUICreateConfigDataTag_ReadOnlyError="'`~' is marked read only. -Unable to save changes."
- DlgUICreateConfigDataTag_Section="Section"
- DlgUICreateConfigDataTag_Tag="Tag"
- DlgUICreateConfigDataTag_Title="Add Data Tag"
- DlgUICreateConfigDataTag_Value="Value"
- DlgUICursorEditor_CursorName="Cursor Name: `~"
- DlgUICursorEditor_CursorStyle="Cursor Style"
- DlgUICursorEditor_CursorTexture="Cursor Texture"
- DlgUICursorEditor_Error="Error"
- DlgUICursorEditor_InvalidStyle="Invalid style specified."
- DlgUICursorEditor_InvalidTexture="Invalid texture specified."
- DlgUICursorEditor_Title="Edit Cursor"
- DlgUIEditSoundCue_Label="UI Sound Cue Parameters"
- DlgUIEditSoundCue_MenuItem_ModifySoundCues="Modify Skin Sound Cues"
- DlgUIEditSoundCue_Title="Edit UISoundCue"
- DlgUIEditSoundCue_ToolTip_NameCombo="Choose the name to assign to this UI Sound Cue"
- DlgUIEditSoundCue_ToolTip_SoundCueBrowse="Display the Content Browser"
- DlgUIEditSoundCue_ToolTip_SoundCuePath="The path name for the SoundCue assigned to this UI Sound Cue"
- DlgUIEditSoundCue_ToolTip_SoundCueUse="Assign the currently selected SoundCue to this UI Sound Cue"
- DlgUIEventKeyBindings_AddKey_ExistingBindingsError='`~' is already bound to the following aliases for class `~:\n`~\n\nWould you like to continue and bind this key anyway (for example, if you are planning to use a different set of modifier keys)?
- DlgUIEventKeyBindings_AvailableKeys="Available Keys"
- DlgUIEventKeyBindings_BoundKeys="Bound Keys"
- DlgUIEventKeyBindings_CloseDialog_ExistingBindingsError=The following input keys are currently bound to multiple input aliases (this message has also been written to the log). -Only the last input alias bound to the corresponding key will work correctly in the game:\n\n`~\n\nWould you like to continue anyway? -Select 'Yes' to save these bindings and continue or 'No' to return to the dialog.
- DlgUIEventKeyBindings_ExcludedLabel="Excluded"
- DlgUIEventKeyBindings_Key="Key"
- DlgUIEventKeyBindings_MenuItem_NewKey="Bind New Input Key"
- DlgUIEventKeyBindings_MenuItem_RemoveKey="Unbind Input Key"
- DlgUIEventKeyBindings_ModifierLabel="Modifiers"
- DlgUIEventKeyBindings_NewKeyLabel="New Key"
- DlgUIEventKeyBindings_ReadOnlyError="'`~' is marked read only. -Unable to save changes."
- DlgUIEventKeyBindings_RequiredLabel="Required"
- DlgUIEventKeyBindings_StatesLabel="States"
- DlgUIEventKeyBindings_Title="Bind UI Event Alias Key Defaults"
- DlgUIEventKeyBindings_Tooltip_AvailableKeys="Press the desired key to select it, or hold Ctrl and left click to select a key using the mouse"
- DlgUIEventKeyBindings_WidgetClass="Widget Class"
- DlgUIEventKeyBindings_WidgetEvents="Supported Input Aliases"
- DlgUIEvent_MetaObject_AvailableKeys="Available Keys"
- DlgUIEvent_MetaObject_BoundKeys="Bound Keys"
- DlgUIEvent_MetaObject_Event="Event"
- DlgUIEvent_MetaObject_Key="Key"
- DlgUIEvent_MetaObject_Title="Bind Event Keys"
- DlgUIListEditor_ListGrid = "List Representation"
- DlgUIListEditor_Title = "List Editor"
- DlgUISkinEditor_CursorTexture = "Cursor Texture"
- DlgUISkinEditor_Cursors = "Cursors"
- DlgUISkinEditor_Error = "Error"
- DlgUISkinEditor_ErrorCursorExists = "Cursor with the name '`~' already exists in this skin."
- DlgUISkinEditor_Name = "Name"
- DlgUISkinEditor_RenameCursor = "Enter a new name for the cursor: "
- DlgUISkinEditor_Skin = "Skin"
- DlgUISkinEditor_SoundCueSound="Sound"
- DlgUISkinEditor_SoundCues=Sound Cues
- DlgUISkinEditor_Style = "Style"
- DlgUISkinEditor_StyleGroups="Groups"
- DlgUISkinEditor_Styles = "Styles"
- DlgUISkinEditor_Title = "Skin Editor"
- DlgUIWidgetEvents_EnabledEvents="Enabled Event Aliases"
- DlgUIWidgetEvents_ModifyEventDefaults="Modify Event Alias Defaults"
- DlgUIWidgetEvents_Title="Enable/Disable Widget Event Aliases"
- DlgUIWidgetEvents_WidgetF="Widget: `~"
- Error_ChangeCalloutAlias_Multiple="You can only change the input alias for one button at a time."
- ImageAlignmentCaption[0]="Horizontal"
- ImageAlignmentCaption[1]="Vertical"
- ImageAlignment_Label_Adjustment="Adjustment Type:"
- ImageAlignment_Label_Alignment="Image Alignment:"
- ImageAlignment_Label_Gutter[0]="Left Gutter:,Right Gutter:"
- ImageAlignment_Label_Gutter[1]="Top Gutter:,Bottom Gutter:"
- ImageCoordinates_Label[0]="Sample Position:"
- ImageCoordinates_Label[1]="Sample Size:"
- MultipleObjects=(multiple objects)
- ProjWiz_TemplateDesc_Template1=An empty project with a single map. -More awesome descriptions about this project type will go here.
- ProjWiz_TemplateName_Template1=Empty Project
- SceneEditorTitle_f=Unreal UIScene Editor: `~
- Sentinel=Sentinel
- StatName=Stat Name
- StyleBrowser_HelpText_SkinCombo="Changes the currently active skin. -This affects the appearance of styles assigned to widgets in the scene."
- StyleBrowser_ToolTip_SkinButton="Load Skin"
- StyleBrowser_ToolTip_SkinCombo="Active Skin"
- StylePropertiesCombo_Caption="Combo Options"
- StylePropertiesCombo_Label_ImageStyle="Image Style:"
- StylePropertiesCombo_Label_TextStyle="Text Style:"
- StylePropertiesCombo_RadioButton_Custom="Custom"
- StylePropertiesCombo_RadioButton_Existing="Existing"
- StylePropertiesCombo_ToolTip_ImageState="Choose the menu state to use from this style"
- StylePropertiesCombo_ToolTip_ImageStyle="Choose an image style."
- StylePropertiesCombo_ToolTip_TextState="Choose the menu state to use from this style"
- StylePropertiesCombo_ToolTip_TextStyle="Choose a text style."
- StylePropertiesCommon_Caption="Basic Options"
- StylePropertiesCommon_HelpText_StyleColor="Click to choose a color for this style."
- StylePropertiesCommon_Label_AlphaValue="Alpha Value:"
- StylePropertiesCommon_Label_Padding="Padding:"
- StylePropertiesCommon_Label_PaddingH="H:"
- StylePropertiesCommon_Label_PaddingV="V:"
- StylePropertiesCommon_Label_StyleColor="Style Color:"
- StylePropertiesCommon_Label_StyleID="Style ID:"
- StylePropertiesCommon_MenuDiffProperties="Compare Properties"
- StylePropertiesCommon_ToolTip_PaddingH="Controls the amount of horizontal padding to apply (in pixels), assuming a resolution of 1024x768. -This value will be scaled by resolution."
- StylePropertiesCommon_ToolTip_PaddingV="Controls the amount of vertical padding to apply (in pixels), assuming resolution of 1024x768. -This value will be scaled by resolution"
- StylePropertiesCommon_ToolTip_StyleColor="Choose Color"
- StylePropertiesCommon_ToolTip_StyleID="Unique Style Identifier"
- StylePropertiesImage_Caption="Image Options"
- StylePropertiesImage_Label_DefaultTexture="Default Texture:"
- StylePropertiesText_Alignment[0]="Left,Center,Right"
- StylePropertiesText_Alignment[1]="Top,Center,Bottom"
- StylePropertiesText_AutoScaleMode_Options[0]="Disabled"
- StylePropertiesText_AutoScaleMode_Options[1]="Normal"
- StylePropertiesText_AutoScaleMode_Options[2]="Maintain Aspect Ratio"
- StylePropertiesText_AutoScaleMode_Options[3]="Resolution Based"
- StylePropertiesText_Caption="Text Options"
- StylePropertiesText_Label_Alignment="Alignment:"
- StylePropertiesText_Label_Attributes="Attributes:"
- StylePropertiesText_Label_AutoScaleMode="Scale To Fit:"
- StylePropertiesText_Label_ClipAlignment="Clipping Alignment:"
- StylePropertiesText_Label_ClipMode="Clipping Mode:"
- StylePropertiesText_Label_Font="Font:"
- StylePropertiesText_Label_HorzAbbreviation="H:"
- StylePropertiesText_Label_MinAutoScale="Minimum Scale:"
- StylePropertiesText_Label_Scale="Scale:"
- StylePropertiesText_Label_ScaleX="X:"
- StylePropertiesText_Label_ScaleY="Y:"
- StylePropertiesText_Label_SpacingAdjust="Spacing:"
- StylePropertiesText_Label_SpacingAdjustX="Chars:"
- StylePropertiesText_Label_SpacingAdjustY="Lines:"
- StylePropertiesText_Label_VertAbbreviation="V:"
- StylePropertiesText_ToolTip_Alignment[0]="Horizontal Alignment"
- StylePropertiesText_ToolTip_Alignment[1]="Vertical Alignment"
- StylePropertiesText_ToolTip_AutoScaleMode="Choose whether text should be automatically scaled to fit into the bounding region."
- StylePropertiesText_ToolTip_ClipAlignment="Determines the origin used for clipping; left (normal) or right (start at the end)."
- StylePropertiesText_ToolTip_ClipMode="Determines how text should be handled when the text overflows its bounds."
- StylePropertiesText_ToolTip_MinAutoScale="When 'scale to fit' is enabled, this determines the minimum amount the text can be scaled. -Required if the text is wrapped or clipped."
- StylePropertiesText_ToolTip_ScaleX="Configure how much the text should be scaled horizontally. -A value of 1.0 means no scaling."
- StylePropertiesText_ToolTip_ScaleY="Configure how much the text should be scaled vertically. -A value of 1.0 means no scaling."
- StylePropertiesText_ToolTip_SpacingAdjustX="Sets the amount of extra horizontal spacing between characters in a line of text (in pixels)."
- StylePropertiesText_ToolTip_SpacingAdjustY="Sets the amount of extra vertical spacing between lines of wrapped text (in pixels)."
- TransAddStyleGroup="Add Style Group"
- TransAlignText="Change Text Alignment"
- TransAssignStyle="Assign Style"
- TransBindDataStore="Bind Data Store"
- TransChangeCalloutAlias="Change Alias"
- TransChangeParent="Change Parent"
- TransChangeStyleGroup="Change Style Group"
- TransClearDataStore="Clear Data Store"
- TransClearSelection="Clear Selection"
- TransConvertPosition="Convert Position"
- TransCreateStyle="Create Style"
- TransEditDocking="Modify Widget Docking"
- TransEditEvents="Modify Widget Events"
- TransEditModifyDisabledInputEvents="Modify Active Input Aliases"
- TransEditModifyInputEvents="Modify Custom Input Events"
- TransEditStyle="Edit Style"
- TransInsertCalloutButton="Add Button"
- TransInsertTabPage="Insert Tab Page"
- TransModifyCellBindings="Modify List Cells"
- TransModifyObj=Modify Object
- TransModifyObj_f=Modify `~
- TransModifyRenderOrder="Modify Render Order"
- TransModifyScaleType="Change Scale Type"
- TransMoveAnchor=Move Anchor
- TransMoveWidget=Move Widget
- TransRemoveCalloutButton="Remove Button"
- TransRemoveStyleGroup="Remove Style Group"
- TransRemoveTabPage="Remove Tab Page"
- TransRenameStyleGroup="Rename Style Group"
- TransRenameWidget=Rename Widget
- TransReplaceStyle="Replace Style"
- TransReplaceWidget="Replace Widget"
- TransResizeCell="Resize List Cells"
- TransResizeWidget=Resize Widget
- TransRotateWidget=Rotate Widget
- TransSaveAsResource="Save As Resource"
- TransUpdateUIPrefabInstance="Update Prefab Instance"
- UIEditor_AddDataProvider="Add Data Provider"
- UIEditor_AddSection="Add Tag Section"
- UIEditor_AddTag="Add Tag"
- UIEditor_AlignToViewport=Align To Viewport
- UIEditor_Align_Bottom=Bottom
- UIEditor_Align_CenterHorizontally=Center Horizontally
- UIEditor_Align_CenterVertically=Center Vertically
- UIEditor_Align_Left=Left
- UIEditor_Align_Right=Right
- UIEditor_Align_Top=Top
- UIEditor_AppendColumn="Append Column"
- UIEditor_BindDataStore = "Bind selected widgets to datastore"
- UIEditor_BindDataStoreA=Bind selected widgets to &datastore\tCtrl D
- UIEditor_BindDataStore_F="Bind selected widgets to `~"
- UIEditor_Children="Children"
- UIEditor_ClearDataStore = "Clear datastore binding for selected widgets"
- UIEditor_ColumnF="Column `~"
- UIEditor_DataStoreBrowser_Apply=Apply Changes
- UIEditor_DataStoreBrowser_Cancel=Cancel Changes
- UIEditor_DataStoreBrowser_DataStoreTags="Data Store Tags"
- UIEditor_DataStoreBrowser_Filter=Filter:
- UIEditor_DataStoreBrowser_Markup="Markup"
- UIEditor_DataStoreBrowser_Other=Other
- UIEditor_DataStoreBrowser_Path="Path"
- UIEditor_DataStoreBrowser_Strings=Strings
- UIEditor_DataStoreBrowser_Tag="Tag"
- UIEditor_DataStoreBrowser_Title="Data Store Browser"
- UIEditor_DataStoreBrowser_Type="Type"
- UIEditor_DataStoreBrowser_Value=Value
- UIEditor_DataStores=Data Stores
- UIEditor_DefaultTagValue=Default Value: Enter New Tag Value
- UIEditor_DoYouWantToDeleteStyle="Do you want to delete this style?"
- UIEditor_DoYouWantToReplaceStyle="Do you want to replace this style?"
- UIEditor_DockTitle_Docking="Docking"
- UIEditor_DockTitle_Positioning="Positioning"
- UIEditor_DockTitle_Properties="Properties"
- UIEditor_DockTitle_SceneTools="Scene Tools"
- UIEditor_EditSelectedSkin="Edit Selected Skin"
- UIEditor_EditTag="Edit Tag"
- UIEditor_EditWidgetMode_Tool=Edit Widget Tool
- UIEditor_Error_NestedPrefabUnsupported=`~ already belongs to a UI prefab or prefab instance. -Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
- UIEditor_Error_UnsupportedPrefabType=UI prefabs do not currently support `~ objects. -Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
- UIEditor_ExtentEvalType[0]="Pixels"
- UIEditor_ExtentEvalType[1]="Percentage of Target"
- UIEditor_ExtentEvalType[2]="Percentage of Owner"
- UIEditor_ExtentEvalType[3]="Percentage of Scene"
- UIEditor_ExtentEvalType[4]="Percentage of Viewport"
- UIEditor_FaceString="`~ (Face: `~)"
- UIEditor_FaceText[0]="Left"
- UIEditor_FaceText[1]="Top"
- UIEditor_FaceText[2]="Right"
- UIEditor_FaceText[3]="Bottom"
- UIEditor_FaceText[4]="None"
- UIEditor_FaceValue=Face Value
- UIEditor_Face_All="All"
- UIEditor_Face_Bottom="Bottom"
- UIEditor_Face_Left="Left"
- UIEditor_Face_None="None"
- UIEditor_Face_Right="Right"
- UIEditor_Face_Top="Top"
- UIEditor_GlobalSequence="Global Sequence"
- UIEditor_Height=Height
- UIEditor_HelpText_AlignToViewport_Bottom="Align selected widgets to viewport bottom."
- UIEditor_HelpText_AlignToViewport_CenterHorizontally="Horizontally center selected widgets in the viewport."
- UIEditor_HelpText_AlignToViewport_CenterVertically="Vertically center selected widgets in the viewport."
- UIEditor_HelpText_AlignToViewport_Left="Align selected widgets to viewport left."
- UIEditor_HelpText_AlignToViewport_Right="Align selected widgets to viewport right."
- UIEditor_HelpText_AlignToViewport_Top="Align selected widgets to viewport top."
- UIEditor_HelpText_BindUIEventKeys="Modify the default key bindings for UI event aliases."
- UIEditor_HelpText_Button=A tool to create new button widgets.
- UIEditor_HelpText_CenterOnSelection="Centers the viewport on the currently selected objects."
- UIEditor_HelpText_Checkbox=A tool to create new check box widgets.
- UIEditor_HelpText_Console=A tool to create new console widgets.
- UIEditor_HelpText_CreateSkin="Create New Skin"
- UIEditor_HelpText_DataStoreBrowser=Displays the Data Store Browser dialog.
- UIEditor_HelpText_DeleteSelectedWidgets="Deletes the currently selected widgets"
- UIEditor_HelpText_EditSelectedSkin="Displays the Skin Editor dialog for the current skin."
- UIEditor_HelpText_EditWidgetMode=A tool for editing characteristics specific to the type of widget selected.
- UIEditor_HelpText_Editbox=A tool to create new edit box widgets.
- UIEditor_HelpText_FocusChain=A tool for editing focus chains for widgets.
- UIEditor_HelpText_Image=A tool to create new image widgets.
- UIEditor_HelpText_Label=A tool to create new label widgets.
- UIEditor_HelpText_LabelButton=A tool to create new label button widgets.
- UIEditor_HelpText_List=A tool to create new list widgets.
- UIEditor_HelpText_LoadExistingSkin="Load Skin Package"
- UIEditor_HelpText_Panel=A tool to create new panel widgets.
- UIEditor_HelpText_PreviewPlatform="Choose the platform environment to simulate"
- UIEditor_HelpText_RefreshScene="Force the scene to perform a full update (rebuild docking stack, resolve widget positions, reapply styles, etc.)"
- UIEditor_HelpText_RenameSelectedWidgets="Displays a dialog to rename the currently selected widgets"
- UIEditor_HelpText_SSPreviewMode="Choose the split screen layout to simulate"
- UIEditor_HelpText_SaveSelectedSkin="Saves the current skin's package."
- UIEditor_HelpText_SelectionTool=A tool for selecting and manipulating existing widgets.
- UIEditor_HelpText_ShowDockHandles="Show dock handles on selected widgets"
- UIEditor_HelpText_Slider=A tool to create new slider widgets.
- UIEditor_HelpText_TextAlign_Bottom="Vertically align text to the bottom."
- UIEditor_HelpText_TextAlign_Center="Horizontally center text."
- UIEditor_HelpText_TextAlign_Left="Horizontally align text to the left."
- UIEditor_HelpText_TextAlign_Middle="Vertically center text."
- UIEditor_HelpText_TextAlign_Right="Horizontally align text to the right."
- UIEditor_HelpText_TextAlign_Top="Vertically align text to the top."
- UIEditor_HelpText_TitleSafeRegions="Draws the regions that UI widgets should be placed in to ensure they display properly on TVs."
- UIEditor_HelpText_ToggleButton=A tool to create new toggle button widgets.
- UIEditor_HelpText_ViewReset="Resets the viewport position and zoom to the default settings"
- UIEditor_HelpText_ViewportGutter="The size in pixels of the gutter region that is displayed around the viewport window"
- UIEditor_HelpText_ViewportSize="The viewport size to use for the scene"
- UIEditor_HelpText_WidgetPreviewState="The preview state of the currently selected item"
- UIEditor_InsertColumn="Insert Column"
- UIEditor_LayerBrowser_DefaultLayerName="Layer"
- UIEditor_Layers=Layers
- UIEditor_MenuItem_AcceptDeletion="Are you sure you want to delete selected group '`~'"
- UIEditor_MenuItem_AddCalloutButton="Add Button"
- UIEditor_MenuItem_AddCursor="Add Cursor"
- UIEditor_MenuItem_AddNewStyleGroup="Add New Group"
- UIEditor_MenuItem_AddSoundCue="Add UI Sound Cue"
- UIEditor_MenuItem_AskNewName="Enter New Name"
- UIEditor_MenuItem_BindUIEventKeys=Modify Default UI Event Alias Key Bindings...\tF8
- UIEditor_MenuItem_BreakAllDockLinks="Break &ALL Dock Links"
- UIEditor_MenuItem_BreakAllFocusChainLinks="Remove ALL Override Focus Chain Links"
- UIEditor_MenuItem_BreakDockLink="Break Dock Link"
- UIEditor_MenuItem_BreakDockLinkTo="Break Dock Link to `~"
- UIEditor_MenuItem_BreakFocusChainLink="Remove Override Focus Chain Link"
- UIEditor_MenuItem_BreakFocusChainLinkTo="Remove Override Focus Chain to `~"
- UIEditor_MenuItem_CenterOnSelection=Center On Selected Objects
- UIEditor_MenuItem_ChangeCalloutAlias="Change Input Alias"
- UIEditor_MenuItem_ChangeParent="Change Parent"
- UIEditor_MenuItem_ClearBinding="Remove Cell"
- UIEditor_MenuItem_ConnectDockLink="Connect Dock Link"
- UIEditor_MenuItem_ConnectDockLinkTo="Connect Dock Link to `~"
- UIEditor_MenuItem_ConnectFocusChainLink="Connect Focus Chain Link"
- UIEditor_MenuItem_ConnectFocusChainLinkTo="Connect Focus Chain Link to `~"
- UIEditor_MenuItem_ContainerOutline="&Container Outline"
- UIEditor_MenuItem_ConvertPosition="Convert Position"
- UIEditor_MenuItem_CreateSkin="Create New Skin"
- UIEditor_MenuItem_CreateStyle="Create New Style"
- UIEditor_MenuItem_CreateStyle_Selected="Create Style From Selected"
- UIEditor_MenuItem_CreateStyle_Template="Create Style Using `~ As Template"
- UIEditor_MenuItem_CreateStyle_TemplateF="Create Style Using `~ As Template"
- UIEditor_MenuItem_DataStoreBrowser=Data Store Browser\tF7
- UIEditor_MenuItem_DeleteCursor="Delete Cursor"
- UIEditor_MenuItem_DeleteLayer="Delete Layer"
- UIEditor_MenuItem_DeleteNewStyleGroup="Delete Selected Group"
- UIEditor_MenuItem_DeleteSelectedWidgets=Delete Selected Widgets
- UIEditor_MenuItem_DeleteSoundCue="Delete UI Sound Cue"
- UIEditor_MenuItem_DeleteStyle="Delete Style"
- UIEditor_MenuItem_DockingEditor="Docking Editor"
- UIEditor_MenuItem_EditCursor="Edit Cursor"
- UIEditor_MenuItem_EditEvents="Enable/Disable Widget Event Aliases"
- UIEditor_MenuItem_EditSoundCue="Edit UI Sound Cue"
- UIEditor_MenuItem_EditStyle="Edit Style"
- UIEditor_MenuItem_InsertChildLayer="Insert Child Layer"
- UIEditor_MenuItem_InsertLayer="Insert Layer"
- UIEditor_MenuItem_InsertTabPage="Insert New Page"
- UIEditor_MenuItem_InsertTabPageF="Insert Custom Page: `~"
- UIEditor_MenuItem_KismetEditor="Unreal&Kismet Editor"
- UIEditor_MenuItem_LoadSkin="Load Existing Skin"
- UIEditor_MenuItem_MoveDown="Move Down"
- UIEditor_MenuItem_MoveToBottom="Move To Bottom"
- UIEditor_MenuItem_MoveToTop="Move To Top"
- UIEditor_MenuItem_MoveUp="Move Up"
- UIEditor_MenuItem_PlaceArchetypef="Place Archetype `~"
- UIEditor_MenuItem_PlaceResource="Custom Widgets"
- UIEditor_MenuItem_PlaceWidget="Place Widget"
- UIEditor_MenuItem_RefreshScene=Refresh Scene\tF5
- UIEditor_MenuItem_RemoveCalloutButton="Remove Button"
- UIEditor_MenuItem_RemoveTabPage="Remove Page"
- UIEditor_MenuItem_RenameCursor="Rename Cursor"
- UIEditor_MenuItem_RenameLayer="Rename Layer"
- UIEditor_MenuItem_RenameNewStyleGroup="Rename Selected Group"
- UIEditor_MenuItem_RenameSelectedWidgets=Rename Selected Widgets\tCtrl R
- UIEditor_MenuItem_ReorderWidget="Reorder Widget"
- UIEditor_MenuItem_ReplaceStyle="Replace Selected Style In Current Skin"
- UIEditor_MenuItem_ReplaceStyleF="Replace Style `~ In Current Skin"
- UIEditor_MenuItem_SaveResource="Save As Resource"
- UIEditor_MenuItem_SelectAllWidgetsInLayer="Select All Widgets"
- UIEditor_MenuItem_SelectStyle="Select Style"
- UIEditor_MenuItem_SelectionOutline="&Selection Outline"
- UIEditor_MenuItem_SetAllFocusChainToNull="Set ALL Focus Chains to None"
- UIEditor_MenuItem_SetFocusChainToNull="Set Focus Chain to None"
- UIEditor_MenuItem_ShowDockHandles="Show Dock Handles"
- UIEditor_MenuItem_SnapToGrid="Snap to Grid"
- UIEditor_MenuItem_TitleSafeRegions="Draw &Title Safe Regions"
- UIEditor_MenuItem_ViewDrawBkgnd="Draw &Background"
- UIEditor_MenuItem_ViewDrawGrid="Draw &Grid"
- UIEditor_MenuItem_ViewReset="&Reset View"
- UIEditor_MenuItem_ViewShowWireframe="Draw &Wireframe"
- UIEditor_MenuItem_ViewportOutline="&Viewport Outline"
- UIEditor_MenuItem_ViewportSize="Viewport &Size"
- UIEditor_MustFullyLoadPackages="You must fully load the following packages in order to complete the operation:"
- UIEditor_OverrideSuffix=" OVERRIDE"
- UIEditor_PositionEvalText[0]="None"
- UIEditor_PositionEvalText[1]="Absolute Pixels"
- UIEditor_PositionEvalText[2]="Pixels Relative to Scene"
- UIEditor_PositionEvalText[3]="Pixels Relative to Owner"
- UIEditor_PositionEvalText[4]="Percentage of Viewport"
- UIEditor_PositionEvalText[5]="Percentage of Owner"
- UIEditor_PositionEvalText[6]="Percentage of Scene"
- UIEditor_Resources=Resources
- UIEditor_SaveSelectedSkin="Save Selected Skin"
- UIEditor_ScaleType=Scale Type
- UIEditor_Scene=Scene
- UIEditor_Skin = "Skin"
- UIEditor_SlowTask_AddingProviderTags="Adding tags for data provider '`~'"
- UIEditor_SlowTask_DataStoreBrowser="Loading data stores"
- UIEditor_SlowTask_GeneratingTags="Generating tags for data provider '`~'"
- UIEditor_Source="Source: `~"
- UIEditor_StyleReferenced="Style '`~' is still referenced by the following resources:"
- UIEditor_Styles=Styles
- UIEditor_Target="Target: `~"
- UIEditor_ToolTip_AlignToViewport_Bottom="Align to Viewport: Bottom"
- UIEditor_ToolTip_AlignToViewport_CenterHorizontally="Align to Viewport: Center Horizontally"
- UIEditor_ToolTip_AlignToViewport_CenterVertically="Align to Viewport: Center Vertically"
- UIEditor_ToolTip_AlignToViewport_Left="Align to Viewport: Left"
- UIEditor_ToolTip_AlignToViewport_Right="Align to Viewport: Right"
- UIEditor_ToolTip_AlignToViewport_Top="Align to Viewport: Top"
- UIEditor_ToolTip_ContainerOutline="Container Outline"
- UIEditor_ToolTip_PreviewPlatform="Preview Platform"
- UIEditor_ToolTip_SSPreviewMode="Splitscreen Layout"
- UIEditor_ToolTip_SelectionHandles="Selection Handles"
- UIEditor_ToolTip_SelectionOutline="Selection Outline"
- UIEditor_ToolTip_SelectionOutlinePerWidget="Combine Multi Selection Outlines"
- UIEditor_ToolTip_ShowDockHandles="Show Dock Handles"
- UIEditor_ToolTip_SnapToGrid="Snap to Grid"
- UIEditor_ToolTip_TextAlign_Bottom="Text Align: Bottom"
- UIEditor_ToolTip_TextAlign_Center="Text Align: Center Horizontally"
- UIEditor_ToolTip_TextAlign_Left="Text Align: Left"
- UIEditor_ToolTip_TextAlign_Middle="Text Align: Center Vertically"
- UIEditor_ToolTip_TextAlign_Right="Text Align: Right"
- UIEditor_ToolTip_TextAlign_Top="Text Align: Top"
- UIEditor_ToolTip_ToolModeButton[0]="Select"
- UIEditor_ToolTip_ToolModeButton[1]="Place Button"
- UIEditor_ToolTip_ToolModeButton[2]="Place Console"
- UIEditor_ToolTip_ToolModeButton[3]="Place Image"
- UIEditor_ToolTip_ToolModeButton[4]="Place Label"
- UIEditor_ToolTip_ViewportGutter="Viewport Gutter"
- UIEditor_ToolTip_ViewportOutline="Viewport Outline"
- UIEditor_ToolTip_ViewportSize="Viewport Size"
- UIEditor_ToolTip_WidgetPreviewState="Preview State"
- UIEditor_UISequences="UI Sequences"
- UIEditor_Value=Value
- UIEditor_Widget_Button=Button
- UIEditor_Widget_Checkbox=Check Box
- UIEditor_Widget_Console=Console
- UIEditor_Widget_Editbox=Edit Box
- UIEditor_Widget_FocusChain=Focus Chain Tool
- UIEditor_Widget_Image=Image
- UIEditor_Widget_Label=Label
- UIEditor_Widget_LabelButton=Label Button
- UIEditor_Widget_List=List
- UIEditor_Widget_Panel=Panel
- UIEditor_Widget_SelectionTool=Selection Tool
- UIEditor_Widget_Slider=Slider
- UIEditor_Widget_ToggleButton=Toggle Button
- UIEditor_WidgetsDifferentSelected="`~ widgets selected"
- UIEditor_WidgetsNoneSelected="(No widgets selected)"
- UIEditor_WidgetsSameSelected="`~ `~s selected"
- UIEditor_Width=Width
- UIKismet_MenuItem_AddCalloutButton="Add Callout Button"
- UIKismet_MenuItem_ChangeCalloutAlias="Change Callout Alias `~"
- UIKismet_MenuItem_RemoveCalloutButton="Remove Callout Button `~"
- WidgetEditorTitle_f=`~ Editor: `~
- WidgetProtectFromDelete=The selected widget is protected from deletion!
- WidgetProtectParent=The parent of the selected widget is protected and can not be changed!
- WidgetProtectRename=The selected widget is protected from renaming.
- Prefab_Create=Create Prefab...
- Prefab_SelectActors=Select All Actors In Prefab(s)
- Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
- Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
- Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted. -Should all actors contained in this prefab be removed as well?"
- Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
- Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
- Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
- Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
- Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
- AddPrefabF=Add Prefab: `~
- Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
- Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded removing member from PrefabInstance `~"
- Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset. -See the log for details"
- Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so they were removed from the map:\\n\\n`~"
- Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
- Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
- Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
- Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
- Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
- Prefab_UndoTag_UpdatePrefab=Update Prefab
- Prefab_UndoTag_AddPrefab=Add Prefab
- [Public]
- Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client)
- [Caption]
- ActorBrowser=Actor Classes
- BuildingStatsBrowser=Building Stats
- ContentBrowser=Content Browser
- ContentBrowser_Caption=Content Browser
- DynamicShadowStatsBrowser=Dynamic Shadow Stats
- GameStatsVisualizer_Caption=Game Stats
- ContentBrowser=Content
- GroupBrowser=Groups
- LayerBrowser=Layers
- LevelBrowser=Level
- LogBrowser=Log
- PrimitiveStatsBrowser=Primitive Stats
- ReferencedAssetBrowser=Referenced Assets
- SceneManager=Scene Manager
- StartPage_Caption=Documentation
- TaskBrowser_Caption=Tasks
- TextureStatsBrowser=Texture Stats
- [General]
- AdvancedOptions=Advanced Options
- Color16=&16 bit color
- Color32=&32 bit color
- FrameWindow=Unreal Level Editor
- ViewOther=Viewport
- ViewPersp=Perspective map
- ViewXY=Overhead map
- ViewXZ=XZ map
- ViewYZ=YZ map
- [StaticMeshToolTips]
- StaticMeshToolTip_CanBecomeDynamic=If true, this mesh can become dynamic when shot or otherwise given an impulse.
- StaticMeshToolTip_LODDistanceRatio=LOD distance ratio for this mesh. -The default value of 1 means that each transition will happen at increments of LODMaxRange / NumLODs distance from the camera.
- StaticMeshToolTip_LODMaxRangeRatio=Distance in world space units to the end of the LOD transitions
- StaticMeshToolTip_LightMapCoordinateIndex=The light map coordinate index
- StaticMeshToolTip_LightMapResolution=The light map resolution
- StaticMeshToolTip_PartitionForEdgeGeometry=If true, this mesh can be processed by the Edge Geometry system on the Playstation 3.
- StaticMeshToolTip_StreamingDistanceMultiplier=Allows adjusting the desired resolution of streaming textures that uses UV 0. -1.0 is the default, whereas a higher value increases the streamed in resolution.
- StaticMeshToolTip_UseFullPrecisionUVs=If true, use full precision UVs
- StaticMeshToolTip_UseMaximumStreamingTexelRatio=If true, use a less conservative method of mip LOD texture factor computation. -Requires mesh to be resaved to take effect as algorithm is applied on save
- StaticMeshToolTip_UseSimpleBoxCollision=If true, use PhysicsAsset for extent (swept box) collision checks.
- StaticMeshToolTip_UseSimpleLineCollision=If true, use PhysicsAsset for line collision checks.
- StaticMeshToolTip_UseSimpleRigidBodyCollision=If true, use simple rigid body collision. FALSE only works on static actors.
- StaticMeshToolTip_UsedForInstancing=If true, use the mesh for instancing
- [EditorFrame]
- Caption=UnrealEd
- ‘ˇˇˇ$LocalizationDir$/Disk/eng/Descriptions.eng Ö˝ˇˇ; -
- ; Game Specific Descriptions
- ; -
- [Objects]
- InterpTrackTransition="Transition Track"
- InterpTrackGameSpeech="Game Speech Audio Track"
- InterpTrackFoleyGround="Foley Ground Track"
- InterpTrackCharacterAudio="Character Audio Track"
- NRSCinemaTrackQTE="NRSQuicktime Event"
- InterpTrackFrameRateController="Frame Rate Controller"
- InterpTrackRespawnRandomMesh="Spawn Random Mesh Track"
- InterpTrackLevelVisibility="Level Visibility"
- CinemaTrackCopyViewToGame="Copy View To Game"
- “ˇˇˇ$LocalizationDir$/Disk/eng/MK11Billboards.eng ǡˇˇ[Billboards]
- GuildJoinTitleServer=SERVER Guild
- MultiverseTitleServer=SERVER Multiverse
- DarkseidTitleServer=SERVER Darkseid ÿˇˇˇ$LocalizationDir$/Disk/eng/MK11Game.eng |´Úˇ[Agora]
- Language=eng
- [General]
- DigitSeparator=,
- NegativeSign=
- PositiveSign=+
- MultiplierSign=x
- EmptyString=
- RomanNumeral10=X
- RomanNumeral9=IX
- RomanNumeral5=V
- RomanNumeral4=IV
- RomanNumeral1=I
- Thousands=k
- Millions=m
- Billions=B
- [Loading]
- LOADING=LOADING
- NextOpponent=NEXT OPPONENT
- NextBackground=NEXT BACKGROUND
- PrevOpponent=PREVIOUS OPPONENT
- PrevBackground=PREVIOUS BACKGROUND
- LiveFeed=PREPARING LIVE FEED
- [LoadScreenTextTips]
- ControllerTitle=DEFAULT CONTROLS
- ;General
- TipsMessage59=Go to Character Kustomization to change the way your character looks and fights.
- TipsMessage64=Augments can be socketed into gear.
- TipsMessage65=Each piece of gear can hold 3 Augments.
- TipsMessage68=Access the move list to see what your character can do.
- TipsMessage69=Use Easy Fatalities if the inputs are giving you trouble.
- ;Gear
- ;Ai Battle
- TipsMessage168=Adjust AI Attributes to kustomize the personality of your AI Loadouts. Combining komplimentary AI Attributes, Gear, and Abilities will make your team unstoppable!
- ;Gameplay
- TipsMessage181=Never forget. YOU SUCK!!
- TipsMessage182=Receive HEARTS by performing FATALITIES and BRUTALITIES.
- TipsMessage183=Use KOMBAT KOINS to unlock chests in the KRYPT.
- TipsMessage184=Take your game to the next level by kompeting in the KOMBAT LEAGUE.
- TipsMessage185=Unlock GEAR and SKINS in the TOWERS OF TIME.
- TipsMessage186=
- TipsMessage187=
- TipsMessage188=
- TipsMessage189=
- TipsMessage190=
- TipsMessage191=
- TipsMessage192=
- TipsMessage193=
- TipsMessage195=
- TipsMessage196=
- TipsMessage197=
- TipsMessage198=
- TipsMessage199=
- [FightingGame]
- CassieCage_C_CharIntro_TextReceived={name:%s} Today {hours:%02d}:{minutes:%02d} {am_or_pm:%s}
- [Practice]
- HitHigh=HIGH
- HitOverhead=OVERHEAD
- HitLow=LOW
- HitMid=MID
- HitUnknown=???
- HitNoBlock=UNBLOCKABLE
- HitHorzHigh=HORIZONTAL HIGH
- HitThrow=THROW
- HitNoText=
- HitVertHigh=VERTICAL HIGH
- HitHorzLow=HORIZONTAL LOW
- RecorderStop=STOP RECORDING
- PlaybackStop=STOP PLAYBACK
- AIOptionsNavButtons={acceptButton:%hs} ACCEPT -{cancelButton:%hs} CANCEL -{defaultButton:%hs} DEFAULT
- RecordOptionsNavButtons={recordButton:%hs} RECORD -{deleteButton:%hs} DELETE -{playButton:%hs} PLAY -{backButton:%hs} BACK
- RecordOptionsHelpText="You can record part of your practice session to review later or show off your own kombo."
- [Challenge.Daily]
- DismissConfirmation=Are you sure you want to dismiss this challenge?
- PlayWithChar=Play {count:%u} matches with {character:%s}
- PlayWithChar.Singular=Play {count:%u} match with {character:%s}
- WinWithChar=Win {count:%u} matches with {character:%s}
- WinWithChar.Singular=Win {count:%u} match with {character:%s}
- [Challenge.Daily.Names]
- Daily_Perform3SpecMove=Perform 3 special moves
- Daily_Win_NoBlock=Win a match without blocking
- [Challenge.Daily.Descriptions]
- Daily_Perform3SpecMove=
- Daily_Win_NoBlock=
- [Challenge.Reward]
- XP=XP
- Koins=Gold
- Background=Background
- Icon=Icon
- Border=Border
- LadderPoints=Points
- [Challenge.Desc]
- RankedSeasonDailyChallenge=Play {count:%u} Kombat League matches a day
- [Challenges.Stats.Desc.Singular]
- TOTAL_PLAYS_RANKED=Play {count:%u} Ranked Match
- TOTAL_WINS_RANKED=Win {count:%u} Ranked Match
- TOTAL_PLAYS_PLAYER_MATCH=Play {count:%u} Kasual Match
- TOTAL_WINS_PLAYER_MATCH=Win {count:%u} Kasual Match
- TOTAL_PLAYS_KOTH=Play {count:%u} King of the Hill Match
- TOTAL_WINS_KOTH=Win {count:%u} King of the Hill Match
- TOTAL_SUPERMOVES=Perform {count:%u} Fatal Blows
- TOTAL_FATALITIES=Perform {count:%u} Fatality
- TOTAL_BRUTALITIES=Perform {count:%u} Brutality
- TOTAL_UPPERCUTS=Perform {count:%u} uppercut
- BLOOD_SPILT=Spill {count:%u} pint of blood
- SPECIAL_MOVES_CONNECTED=Land {count:%u} Special Move
- TOTAL_SPECIALS_USED=Use {count:%u} Special Move
- TOTAL_SUPERMOVES_CONNECTED=Connect {count:%u} Special Move
- TOTAL_SUPERMOVE_WINS=Win {count:%u} match with a Fatal Blow
- JUMP_ATTACKS_CONNECTED=Connect {count:%u} jump attack
- DUCK_ATTACKS_CONNECTED=Connect {count:%u} duck attack
- SWEEPS_CONNECTED=Connect {count:%u} sweep attack
- TOTAL_JUMPS=Jump {count:%u} time
- UPPERCUTS_CONNECTED=Connect {count:%u} uppercut
- TOTAL_WAKE_ATTACKS=Use {count:%u} getup attack
- PORTAL_EVENTS_COMPLETED=Complete {count:%u} tower
- TOTAL_KOINS=Collect {count:%u} Koin
- BRUTALITY_HEARTS=Collect {count:%u} Heart
- SOUL_FRAGMENTS=Collect {count:%u} Soul Fragment
- TOTAL_KRYPT_CHESTS=Open {count:%u} Krypt Chest
- TOTAL_KRYPT_BREAKABLES=Break {count:%u} Krypt Jar
- TOTAL_MERCY_PERFORMED=Perform {count:%u} Mercy
- INTERACTIONS_USED=Use {count:%u} Interactable
- KRUSHING_BLOWS_PERFORMED=Perform {count:%u} Krushing Blow
- FRONT_PUNCHES_CONNECTED=Connect {count:%u} Front Punch
- BACK_PUNCHES_CONNECTED=Connect {count:%u} Back Punch
- FRONT_KICKS_CONNECTED=Connect {count:%u} Front Kick
- BACK_KICKS_CONNECTED=Connect {count:%u} Back Kick
- TOTAL_THROWS=Connect {count:%u} throw
- JUMPING_KICK_ATTACKS_CONNECTED=Connect {count:%u} jump kick
- JUMPING_PUNCH_ATTACKS_CONNECTED=Connect {count:%u} jump punch
- ENHANCED_SPECIAL_MOVES_CONNECTED=Land {count:%u} Amplified Special Move
- TOTAL_DASHES=Dash {count:%u} time
- [Challenges.Stats.Desc]
- TOTAL_PLAYS_RANKED=Play {count:%u} Ranked Matches
- TOTAL_WINS_RANKED=Win {count:%u} Ranked Matches
- TOTAL_PLAYS_PLAYER_MATCH=Play {count:%u} Kasual Matches
- TOTAL_WINS_PLAYER_MATCH=Win {count:%u} Kasual Matches
- TOTAL_PLAYS_KOTH=Play {count:%u} King of the Hill Matches
- TOTAL_WINS_KOTH=Win {count:%u} King of the Hill Matches
- TOTAL_SUPERMOVES=Perform {count:%u} Fatal Blows
- TOTAL_FATALITIES=Perform {count:%u} Fatalities
- TOTAL_BRUTALITIES=Perform {count:%u} Brutalities
- TOTAL_UPPERCUTS=Perform {count:%u} uppercuts
- BLOOD_SPILT=Spill {count:%u} pints of blood
- SPECIAL_MOVES_CONNECTED=Land {count:%u} Special Moves
- TOTAL_SPECIALS_USED=Use {count:%u} Special Moves
- TOTAL_SUPERMOVES_CONNECTED=Connect {count:%u} Special Moves
- TOTAL_SUPERMOVE_WINS=Win {count:%u} matches with a Fatal Blow
- JUMP_ATTACKS_CONNECTED=Connect {count:%u} jump attacks
- DUCK_ATTACKS_CONNECTED=Connect {count:%u} duck attacks
- SWEEPS_CONNECTED=Connect {count:%u} sweep attacks
- TOTAL_JUMPS=Jump {count:%u} times
- UPPERCUTS_CONNECTED=Connect {count:%u} uppercuts
- TOTAL_WAKE_ATTACKS=Use {count:%u} getup attacks
- PORTAL_EVENTS_COMPLETED=Complete {count:%u} towers
- TOTAL_KOINS=Collect {count:%u} Koins
- BRUTALITY_HEARTS=Collect {count:%u} Hearts
- SOUL_FRAGMENTS=Collect {count:%u} Soul Fragments
- TOTAL_KRYPT_CHESTS=Open {count:%u} Krypt Chests
- TOTAL_KRYPT_BREAKABLES=Break {count:%u} Krypt Jars
- TOTAL_MERCY_PERFORMED=Perform {count:%u} Mercies
- INTERACTIONS_USED=Use {count:%u} Interactables
- KRUSHING_BLOWS_PERFORMED=Perform {count:%u} Krushing Blows
- FRONT_PUNCHES_CONNECTED=Connect {count:%u} Front Punches
- BACK_PUNCHES_CONNECTED=Connect {count:%u} Back Punches
- FRONT_KICKS_CONNECTED=Connect {count:%u} Front Kicks
- BACK_KICKS_CONNECTED=Connect {count:%u} Back Kicks
- TOTAL_THROWS=Connect {count:%u} throws
- JUMPING_KICK_ATTACKS_CONNECTED=Connect {count:%u} jump kicks
- JUMPING_PUNCH_ATTACKS_CONNECTED=Connect {count:%u} jump punches
- ENHANCED_SPECIAL_MOVES_CONNECTED=Land {count:%u} Amplified Special Moves
- TOTAL_DASHES=Dash {count:%u} times
- [Bios]
- ShowBio=SHOW BIO
- ViewCharacter=HIDE BIO
- Zoom=ZOOM
- UpDown=UP/DOWN
- Rotate=ROTATE
- More=MORE
- [Attract]
- PressStartXB1=PRESS START
- PressStartPS4=Press START button
- PressAnyButton="PRESS ANY BUTTON"
- PressAccept=PRESS THE {button:%hs} BUTTON
- Background2=Shang Tsung's Island
- Background1=Special Forces Base
- [DifficultySelect]
- DifficultySelectionTitle=CHOOSE YOUR DIFFICULTY
- 0=VERY EASY
- 1=EASY
- 2=MEDIUM
- 3=HARD
- 4=VERY HARD
- [PlayerSelect]
- Bgnd_CharacterTest=Bgnd_CharacterTest
- BGND_MainMenuBackground=BGND_MainMenuBackground
- BGND_ShangTsungsIslandRuins=SHANG TSUNG'S ISLAND RUINS
- BGND_BlackDragonFightClub=BLACK DRAGON FIGHT KLUB
- BGND_BlackMarketAlley=BLACK MARKET ALLEY
- BGND_CyberLinKueiAssembly=CYBER LIN KUEI ASSEMBLY
- BGND_GorosLair=GORO'S LAIR
- BGND_KharonsShip=KHARON'S SHIP
- BGND_KoliseumBeastiary=KOLISEUM BEAST PEN
- BGND_KotalsKoliseum=KOTAL'S KOLISEUM
- BGND_KytinnLostHive=LOST HIVE OF THE KYTINN
- BGND_SeaOfBlood=SEA OF BLOOD
- BGND_ShinnoksBoneSepulcher=SHINNOK'S BONE TEMPLE
- BGND_ShiRaiRyuFireGarden=SHIRAI RYU FIRE GARDEN
- BGND_SpecialForcesDesertCommand=SPECIAL FORCES DESERT COMMAND
- BGND_TankGarageBunker=TANK GARAGE BUNKER
- BGND_TarkatanWarCamp=TARKATAN WAR KAMP
- BGND_WuShiDragonGrotto=WU SHI DRAGON GROTTO
- BGND_ShaolinTrapDungeon=SHAOLIN TRAP DUNGEON
- BGND_KronikaHourGlass=KRONIKA'S HOURGLASS
- BGND_KronikaHourGlassChoatian=CHOATIAN AGE
- BGND_KronikaHourGlassPrehistoric=PREHISTORIC AGE
- BGND_TournamentLevel=TOURNAMENT
- BGND_EmptyMap=Empty_map
- PressStartXB1=PRESS THE {startButton:%hs} BUTTON
- PressStartPS4=PRESS THE {startButton:%hs} BUTTON
- AcceptToBuyDLCChar="PRESS {button:%hs} TO PURCHASE {character:%s}"
- AcceptToDownloadDLCChar="PRESS {button:%hs} TO DOWNLOAD {character:%s}"
- AcceptToBuyDLCFighterPack="{button:%hs} Available now with the Fighter Pack"
- AcceptToBuyDLCFighterPack1="{button:%hs} Available now with Fighter Pack 1"
- AcceptToBuyDLCFighterPack2="{button:%hs} Available now with Fighter Pack 2"
- AcceptToBuyDLCFighterPack3="{button:%hs} Available now with Fighter Pack 3"
- AcceptToUnlockChar="PRESS {button:%hs} TO UNLOCK {character:%s}"
- ComingSoonDLCChar="{character:%s} COMING SOON"
- OpponentTypeButtonCallout={button:%hs} OPPONENT TYPE
- SelectAnArena=SELECT AN ARENA
- ChooseOpponentLevel=CHOOSE OPPONENT LEVEL
- ChooseCharacterTutorial=CHOOSE CHARACTER TUTORIAL
- RandomSelect=RANDOM SELECT
- HiddenCursor=HIDDEN CURSOR
- HiddenCursorCharName=(HIDDEN CURSOR)
- HiddenCursorLoadoutName=???
- EditGamepadPreset=CONTROLS
- EditGamepadPreset.PS4=CONTROLS
- EditGamepadPreset.XB1=CONTROLS
- dlc_select=DOWNLOADABLE CONTENT SELECT
- Locked=LOCKED
- None=NONE
- RANDOM=RANDOM
- Options=OPTIONS
- ChooseVariation=CHOOSE VARIATION
- CHAR_Baraka=BARAKA
- CHAR_Cassie=CASSIE CAGE
- CHAR_Cetrion=CETRION
- CHAR_CyberFrost=FROST
- CHAR_DVorah=D'VORAH
- CHAR_ErronBlack=ERRON BLACK
- CHAR_Jacqui=JACQUI BRIGGS
- CHAR_Jade=JADE
- CHAR_Jax=JAX BRIGGS
- CHAR_Cage=JOHNNY CAGE
- CHAR_Kabal=KABAL
- CHAR_Kano=KANO
- CHAR_Kitana=KITANA
- CHAR_Kotal=KOTAL KAHN
- CHAR_Kollector=KOLLECTOR
- CHAR_Kronika=KRONIKA
- CHAR_KungLao=KUNG LAO
- CHAR_LiuKang=LIU KANG
- CHAR_FireGod=FIRE GOD LIU KANG
- CHAR_Noob=NOOB SAIBOT
- CHAR_Raiden=RAIDEN
- CHAR_Scorpion=SCORPION
- CHAR_ShaoKahn=SHAO KAHN
- CHAR_Skarlet=SKARLET
- CHAR_Sonya=SONYA
- CHAR_SubZero=SUB ZERO
- CHAR_Terminas=GERAS
- CHAR_Sektor=SEKTOR
- CHAR_Cyrax=CYRAX
- GRL_ThroneRoom=THRONEROOM
- GRL_Pit=PIT
- NavMatchOptions=MATCH OPTIONS
- ArenaSelectToggleMatchOptions=MATCH OPTIONS
- ArenaContested=ARENA KONTESTED
- MatchOptionsTitle=MATCH OPTIONS
- MatchOptionsPlayerLeft=PLAYER 1
- MatchOptionsPlayerRight=PLAYER 2
- MatchOptionsSettingWarning=Match Options must be unanimous to change the default setting
- MatchOptionsOn=ON
- MatchOptionsOff=OFF
- MatchOptionsCompetitiveModeTitle=KOMPETITIVE MODE
- MatchOptionsCompetitiveModeDesc=Gear Stats, Augments, and Abilities are inactive.
- MatchOptionsHandicapTitle=LEVEL HANDICAP
- MatchOptionsHandicapDesc=Both fighter's levels are equalized
- MatchOptionsInteractablesTitle=INTERACTIVE ENVIRONMENTS
- MatchOptionsInteractablesDesc=Players can utilize the environment during the fight
- MatchOptionsTransitionsTitle=ARENA TRANSITIONS
- MatchOptionsTransitionsDesc=Players can knock fighters into other arenas
- LoadoutLockMsgGeneral="This loadout is not allowed."
- CharLockMsgGeneral="This character is not allowed."
- 1ST=1st
- 2ND=2nd
- 3RD=3rd
- AIFDefenseSave=Do you want to save your defending team?
- Abilities=ABILITIES
- Augments=AUGMENTS
- Augment=AUGMENT
- AIAttributes=AI ATTRIBUTES
- AutoFighter=AUTO FIGHTER
- NoAbilitiesEquipped=NO ABILITIES EQUIPPED
- NoAugmentsEquipped=NO AUGMENTS EQUIPPED
- On=ON
- Off=OFF
- [TeamSelect]
- ScreenTitle=CHOOSE YOUR TEAM
- LeftTeam=TEAM 1
- RightTeam=TEAM 2
- Slot0=Partner
- Slot1=Begins Match
- Slot2=Begins Match
- Slot3=Partner
- [GamepadPreset]
- Label=GAMEPAD PRESET
- Default=DEFAULT
- [InstallProgress]
- Installing=Estimated Time Until Available:
- Hours=hours
- Hour=hour
- Minutes=minutes
- Minute=minute
- Seconds=seconds
- Second=second
- Unavailable=Unavailable
- [MainMenu]
- MainMenu=MAIN MENU
- DefaultDescription=
- Konquer=KONQUER
- KonquerMainMenuDescription=Play Story Mode, Towers, or Unlock Rewards in the Krypt
- Fight=FIGHT
- FightMainMenuDescription=Get Right Into the Fight with Local or Online Matches
- Kustomize=KUSTOMIZE
- KustomizeMainMenuDescription=Personalize Your Characters and View the Items You've Kollected
- Learn=LEARN
- LearnMainMenuDescription=Become a Better Fighter and Keep Your Skills Sharp
- Krypt=KRYPT
- KryptMainMenuDescription=Explore the World of Mortal Kombat and Kollect Treasures
- SecretCard=? ? ?
- SecretCardMainMenuDescription=
- LocalFight=LOCAL
- LocalFightMainMenuDescription=Fight 1v1 Against a Human or CPU Opponent
- Tournament=TOURNAMENT
- TournamentMainMenuDescription=Fight a Human Opponent with Tournament Settings Enabled
- TournamentSettings=TOURNAMENT SETTINGS
- Online=ONLINE
- OnlineMainMenuDescription=Battle Online Against Other Players
- LiveBattles=AI BATTLE
- LiveBattlesMainMenuDescription=Send Your Team of Kustomized AI Fighters to Battle Other Players' Teams
- Characters=CHARACTERS
- CharactersMainMenuDescription=Create Kustom Variations For Your Fighters
- Inventory=KOLLECTION
- InventoryMainMenuDescription=View the Treasures You've Kollected
- Lessons=LESSONS
- LessonsMainMenuDescription=Lessons Main Menu Description
- DailyChallenges=DAILY CHALLENGES
- SinglePlayer=SINGLE PLAYER
- MultiPlayer=MULTIPLAYER
- Versus=TWO PLAYER
- SingleOrVersus=SINGLE OR VERSUS
- SingleOrVersusMainMenuDescription=
- NewStorySettings=NEW GAME SETTINGS
- SingleFight=SINGLE PLAYER
- AIFighter=AI BATTLE
- AIFighterCustomizeCharacters=KUSTOMIZE AI CHARACTERS
- AIFighterSetTeam=ASSIGN DEFENDERS
- AIFighterFight=FIGHT
- AIFighterFightFriends=SPAR WITH FRIENDS
- AIFighterBattleLog=BATTLE LOG
- AIFighterLeaderboards=LEADERBOARDS
- AIFighterCustomizeCharactersDescription=Equip Gear and Assign Attributes for AI Use
- AIFighterSetTeamDescription=Set Your Team of 3 Defenders for Others to Search and Battle
- AIFighterFightDescription=Search for and Challenge Defenders Set by Other Players
- AIFighterFightFriendsDescription=Search for and Spar Against Defenders Set by Friends
- AIFighterBattleLogDescription=View Match Results and Watch Replays
- AIFighterLeaderboardsDescription=Check Your Current Global Ranking
- ExtrasMainMenuDescription=View Kombat Kard, Watch Replays, and Explore Additional Game Kontent
- SingleMainMenuDescription=Play Offline Game Modes Designed for a Single Player
- MultiMainMenuDescription=Play Game Modes Designed for Multiple Players
- VersusMainMenuDescription=Battle Locally With Friends
- CustomizeMainMenuDescription=Equip Gear and Create Loadouts for Your Characters
- GuildMainMenuDescription=View Your Guild Page and Participate in Guild Specific Modes
- LootMainMenuDescription=Decode Mother Boxes and Upgrade or Modify Kollected Gear
- AiFighterMainMenuDescription=Create an AI Controlled Team and Challenge Other Players for Rewards
- SignInProfileDescription=You must be signed in to access the Mortal Kombat†11 servers
- KontentUnAvailable=This kontent is unavailable.
- OptionsMainMenuDescription=Adjust Game Settings
- ChatLobbiesMainMenuDescription=Meet Up With Other Players to Send or Receive Fight Requests
- RankedMatchMainMenuDescription=Win/Losses Count Towards Your Global Standings
- PlayerMatchMainMenuDescription=Unranked Match Against a Random Opponent
- PrivateMatchMainMenuDescription=Unranked Match Against a Friend
- SpecialEventMainMenuDescription=Special Events Description
- OnlineAISet=AI ONLY
- LeaderboardsMainMenuDescription=View Your Global Standings
- HotSeatMainMenuDescription=Fight Consecutive Matches Against a Group of Opponents
- StoryMainMenuDescription=Battle Your Way Through the Epic Story of Mortal Kombat 11
- SingleFightMainMenuDescription=A One on One Match Against the AI
- LadderMainMenuDescription=
- PortalsMainMenuDescription=Konquer an Ever Changing Rotation of Challenging Towers
- KlassicMainMenuDescription=Unlock Character Endings by Defeating Klassic Mortal Kombat Towers
- Ps4ControllerConfigMainMenuDescription=Set Button Mapping on Your Wireless Controller
- ControllerConfigMainMenuDescription=Set Button Mapping on Your Controller
- AVSettingsMainMenuDescription=Adjust Volume and Audio Experience
- VideoSettingsMainMenuDescription=Adjust the Visual Display
- GameplaySettingsMainMenuDescription=Adjust Difficulty and Other In Game Settings
- TournamentSettingsMainMenuDescription=Adjust Settings Used in Offline Multiplayer Tournaments
- OnlineSettingsMainMenuDescription=Adjust Online Settings
- MatchReplaysMainMenuDescription=View Replays of Recently Played Matches
- KombatKardMainMenuDescription=View Your Player History and Kustomize Your Kombat Kard
- CreditsVideoMainMenuDescription=View the Mortal Kombat†11 Credits
- LinkToMobileMainMenuDescription=Earn Bonus Rewards by Linking to the Mortal Kombat Mobile Game
- LinkToMobileMainMenuDescriptionUC=LINK TO MORTAL KOMBAT MOBILE NOW AND UNLOCK THE GRID PREMIER SKIN!
- PracticeMainMenuDescription=Hone Your Skills Against a Programmable AI Opponent
- OVersusMainMenuDescription=Search for an Unranked Match
- OnlineKOTHKlassicMainMenuDescription=Search for a King of the Hill Match
- OnlineKOTHHotSeatMainMenuDescription=Host Stays King
- PVersusMainMenuDescription=Invite a Friend to a 1v1 Match
- POnlineKOTHKlassicMainMenuDescription=Invite Friends to a King of the Hill Match
- POnlineSurvivorMainMenuDescription=Invite Friends to a Survivor Match
- POnlineKOTHHotSeatMainMenuDescription=Invite Friends to a Hot Seat Match
- PPracticeMainMenuDescription=Invite a Friend to Practice Against
- TutorialMainMenuDescription=Learn Basic and Advanced Tactics for Your Fighters
- FatalityTutorialMainMenuDescription=Learn to Execute Fatalities
- Guild=GUILDS
- GuildCreate=CREATE GUILD
- GuildCreateDesc=Create a new Guild
- GuildJoin=JOIN GUILD
- GuildJoinDesc=Join an existing Guild
- GuildView=VIEW GUILD
- GuildViewDesc=View your Guild's page
- GuildEdit=EDIT GUILD
- GuildEditDesc=Edit your Guild information
- GuildLeave=LEAVE GUILD
- GuildLeaveDesc=Leave your Guild
- Online_Xbox=XBOX LIVE
- RankedMatch=RANKED MATCH
- PlayerMatch=KASUAL MATCH
- PrivateMatch=PRIVATE MATCH
- SpecialEvent=SPECIAL EVENTS
- TournamentMatch=TOURNAMENT MATCH
- Leaderboards=LEADERBOARDS
- ChatLobbies=ROOMS
- Online1v1=VERSUS
- Online1v1.Comp=KOMPETITIVE VERSUS
- OnlineKOTHKlassic=KING OF THE HILL
- OnlineKOTHKlassic.Comp=KOMPETITIVE KING OF THE HILL
- OnlineSurvivor=SURVIVOR
- OnlineSurvivor.Comp=KOMPETITIVE SURVIVOR
- OnlineKOTHHotSeat=HOT SEAT
- OnlineKOTHHotSeat.Comp=KOMPETITIVE HOT SEAT
- OnlineGroupBattle=GROUP BATTLE
- OnlineTagBattle=TAG BATTLE
- OnlineSpecialEvents=SPECIAL EVENT
- AsyncRaid=ASYNC RAID
- AllForOne=ALL FOR ONE
- Ranked1v1=RANKED PLAYER VS PLAYER
- Player1v1=PLAYER VS PLAYER
- Portals=TOWERS OF TIME
- Klassic=KLASSIC TOWERS
- Practice=PRACTICE
- Tutorial=TUTORIAL
- FatalityTutorial=FATALITY TRAINING
- TestYourLuck=TEST YOUR LUCK
- TestYourMight=TEST YOUR MIGHT
- TestYourStrike=TEST YOUR STRIKE
- Settings=SETTINGS
- AVSettings=AUDIO SETTINGS
- VideoSettings=VIDEO SETTINGS
- GameplaySettings=GAMEPLAY SETTINGS
- TourmanentSettings=TOURNAMENT SETTINGS
- OnlineSettings=ONLINE SETTINGS
- Story=STORY
- NewStory=NEW GAME
- ContinueStory=KONTINUE
- ChapterSelect=CHAPTERS
- NewIndicator=NEW
- KombatKardPopup=KOMBAT KARD POPUP
- KombatKardLocal=LOCAL KOMBAT KARD
- KombatKardOnline=ONLINE KOMBAT KARD
- View=VIEW
- Customize=KUSTOMIZE
- Extras=EXTRAS
- ControllerConfig=CONTROLS
- ControllerConfig.PS4=CONTROLS
- ControllerConfig.XB1=CONTROLS
- DLC=DOWNLOADABLE CONTENT
- DLC.PS4=PLAYSTATION"! STORE
- DLC.XB1=Xbox Store
- BuyNewContent=BUY/DOWNLOAD KONTENT
- RedeemCode=REDEEM CODE
- CreditsVideo=CREDITS
- MatchReplays=MATCH REPLAYS
- Options=OPTIONS
- Equipment=KUSTOMIZE CHARACTERS
- LootChests=BROTHER EYE VAULT
- UpdatingGameData=Updating Game Data&
- SwitchUser=CHANGE PROFILE
- SignIn=SIGN IN TO PROFILE
- Store=STORE
- Accept=ACCEPT
- Back=BACK
- Close=CLOSE
- LinkToMobile=LINK TO MOBILE
- LinkToMobileFailed=Failed to link to Mortal Kombat Mobile. Please try again later.
- LinkToMobileSuccess=Enter code on Mortal Kombat Mobile to link:
- BetaEULA=Beta EULA
- InstallingOnline=The required kontent to enter online has not been installed
- InstallingMode=The required kontent to enter this mode has not been installed
- PortalExpires=<font color='#{fontColor:%hs}'>Expires {expires:%hs}</font>
- DebugDateTimeDescription=(Up/Down) change number, (Left/Right) change options
- DebugNavigationText=DEBUG MENU
- OptionsNavigationText=OPTIONS
- EULANavigationText=EULA
- GameplayOptionsHeader=GAMEPLAY
- TournamentOptionsHeader=TOURNAMENT
- ControllerOptionsHeader=CONTROLS
- OnlineOptionsHeader=ONLINE
- AudioOptionsHeader=AUDIO
- VideoOptionsHeader=VIDEO
- CapturingLoadout=CAPTURING LOADOUT. PLEASE WAIT.
- RetrievingKryptProgression=RETRIEVING KRYPT DATA
- ErrorRetrievingKryptProgression=THERE WAS AN ERROR RETRIEVING KRYPT DATA. PLEASE TRY AGAIN LATER.
- [PlayerProfile]
- PlayerProfile=KOMBAT KARD
- Quests=CURRENT ACTIVITY
- Notifications=NOTIFICATIONS
- KareerStats=KAREER STATS
- ; These icon substitutions live in KombatKardLibIconSubstitutionMap.as
- DailyChallenges=[Daily]DAILY CHALLENGES
- TrackedGoals=[Goals]TRACKED GOALS
- AIFighter=[AIFighter]AI FIGHTER DAILY REWARDS
- FinishIt=[FinishIt]FINISH IT
- RaceAgainstTime=[Towers]RACE AGAINST TIME
- TrackedGoalsFTUE=
- AIFighterFTUE=
- FinishItFTUE=
- TowersBeat=TOWERS BEAT
- TotalScore=TOTAL TOWER SCORE
- EstimatedPlacement=ESTIMATED PLACEMENT
- Top=TOP {num:%d}%
- Attacking=ATTACKING
- Defending=DEFENDING
- Icons=ICONS
- Backgrounds=BACKGROUNDS
- EditHeroCard=EDIT KOMBAT KARD
- SaveHeroCard=SAVE KOMBAT KARD
- CancelHeroCard=CANCEL
- NoNotifications=NO NOTIFICATIONS
- Dismiss=DISMISS CHALLENGE
- Consume=CLAIM REWARD
- Koin=Koins
- Premium=Premium Currency
- XPBoost=Gear XP Boosts
- EasyFatality=Easy Fatalities
- SkipFight=Skip Fights
- Soul=Souls
- Heart=Hearts
- [KombatFeed]
- KombatFeed=STORE
- PremiumShop=PREMIUM SHOP
- BattlePass=BATTLE PASS
- News=NEWS
- Store=STORE
- Featured=FEATURED ITEMS
- DailyItems=DAILY ITEMS
- ConfirmPurchase=Are you sure you want to purchase {reward:%s} for {cost:%u} premium currency?
- PurchaseInFlight=Please wait. Connecting to MK11 Servers.
- InsufficientFunds=You must have {cost:%u} premium currency to buy {reward:%s}
- PurchaseError=There was an error purchasing {reward:%s}
- PurchaseHold=PURCHASE
- DLC.PS4=PLAYSTATION"! STORE
- DLC.XB1=Xbox Store
- DLC=STORE
- Accept=ACCEPT
- Scroll=SCROLL
- SortedBy=SORTED BY:
- Redeem=REDEEM CODE
- LinkToMobile=LINK TO MOBILE
- AmountBlank=
- Amount1=x1
- Amount10=x10
- BestValue=BEST VALUE
- DismissNotification={button:%hs} Dismiss
- [HUB]
- GenericRowTitle=SOME ROW TITLE
- GenericRowDesc=SOME ROW DESCRIPTION
- GenericTile.Title=SOME TILE TITLE
- GenericTile.Desc=SOME TILE DESCRIPTION
- Locked=LOCKED
- [Kollection]
- Kollection=KOLLECTION
- PlayPrompt={dbutton:%hs} PLAY
- ToggleFullscreenPrompt={dbutton:%hs} TOGGLE FULLSCREEN
- ; ROWS
- ConceptArt.Title=CONCEPT ART
- ConceptArt.Desc=
- Extras.Title=EXTRAS
- Extras.Desc=
- ; TILES
- Characters.Title=CHARACTERS
- Characters.Desc=
- Environments.Title=ENVIRONMENTS
- Environments.Desc=
- Story.Title=STORY
- Story.Desc=
- Endings.Title=ENDINGS
- Endings.Desc=
- Music.Title=MUSIC
- Music.Desc=
- Empty.Title=
- Empty.Desc=
- [Kollection.Galleries]
- Characters=CHARACTER PLACEHOLDER
- Characters.BAR=BARAKA
- Characters.CAS=CASSIE CAGE
- Characters.CET=CETRION
- Characters.FRO=FROST
- Characters.DVO=D'VORAH
- Characters.ERR=ERRON BLACK
- Characters.JAC=JACQUI
- Characters.JAD=JADE
- Characters.JOH=JOHNNY CAGE
- Characters.JAX=JAX
- Characters.KAB=KABAL
- Characters.KAN=KANO
- Characters.KIT=KITANA
- Characters.KOL=KOLLECTOR
- Characters.KOT=KOTAL KAHN
- Characters.KRO=KRONIKA
- Characters.KUN=KUNG LAO
- Characters.LIU=LIU KANG
- Characters.NOO=NOOB
- Characters.RAI=RAIDEN
- Characters.SCO=SCORPION
- Characters.SHA=SHAO KAHN
- Characters.SKA=SKARLET
- Characters.SON=SONYA
- Characters.SUB=SUB ZERO
- Characters.TER=GERAS
- Environments=ENVIRONMENT PLACEHOLDER
- Environments.BDR=BLACK DRAGON FIGHT KLUB
- Environments.BLM=BLACK MARKET ALLEY
- Environments.CLK=CYBER LIN KUEI ASSEMBLY
- Environments.GRL=GORO'S LAIR
- Environments.KHS=KHARON'S SHIP
- Environments.KLB=KOLISEUM BEAST PEN
- Environments.KRK=KRONIKA'S HOURGLASS
- Environments.KRY=KRYPT ? (PLACEHOLDER)
- Environments.KTL=KOTAL'S KOLISEUM
- Environments.KYT=LOST HIVE OF THE KYTINN
- Environments.MAM=MAIN MENU ? (PLACEHOLDER)
- Environments.SHI=SHINNOK'S BONE TEMPLE
- Environments.SHN=SHAOLIN TRAP DUNGEON
- Environments.SOB=SEA OF BLOOD
- Environments.SPF=SPECIAL FORCES DESERT COMMAND
- Environments.SRR=SHIRAI RYU FIRE GARDEN
- Environments.STR=SHANG TSUNG'S ISLAND RUINS
- Environments.TGB=TANK GARAGE BUNKER
- Environments.TRN=TOURNAMENT
- Environments.TWC=TARKATAN WAR KAMP
- Environments.WSG=WU SHI DRAGON GROTTO
- Story=STORY PLACEHOLDER
- Story.Environments=ENVIRONMENTS
- Story.NPCs=NPCS
- Story.PROPS=PROPS
- Music=MUSIC PLACEHOLDER
- Music.BDR=BLACK DRAGON FIGHT KLUB
- Music.BLM=BLACK MARKET ALLEY
- Music.CLK=CYBER LIN KUEI ASSEMBLY
- Music.GRL=GORO'S LAIR
- Music.KHS=KHARON'S SHIP
- Music.KLB=KOLISEUM BEAST PEN
- Music.KRK=KRONIKA'S HOURGLASS
- Music.KRY=KRYPT ? (PLACEHOLDER)
- Music.KTL=KOTAL'S KOLISEUM
- Music.KYT=LOST HIVE OF THE KYTINN
- Music.MAM=MAIN MENU ? (PLACEHOLDER)
- Music.SHI=SHINNOK'S BONE TEMPLE
- Music.SHN=SHAOLIN TRAP DUNGEON
- Music.SOB=SEA OF BLOOD
- Music.SPF=SPECIAL FORCES DESERT COMMAND
- Music.SRR=SHIRAI RYU FIRE GARDEN
- Music.STR=SHANG TSUNG'S ISLAND RUINS
- Music.TGB=TANK GARAGE BUNKER
- Music.TRN=TOURNAMENT
- Music.TWC=TARKATAN WAR KAMP
- Music.WSG=WU SHI DRAGON GROTTO
- Endings=ENDINGS PLACEHOLDER
- Endings.BAR=BARAKA
- Endings.CAS=CASSIE CAGE
- Endings.CET=CETRION
- Endings.FRO=FROST
- Endings.DVO=D'VORAH
- Endings.ERR=ERRON BLACK
- Endings.JAC=JACQUI
- Endings.JAD=JADE
- Endings.JOH=JOHNNY CAGE
- Endings.JAX=JAX
- Endings.KAB=KABAL
- Endings.KAN=KANO
- Endings.KIT=KITANA
- Endings.KOL=KOLLECTOR
- Endings.KOT=KOTAL KAHN
- Endings.KRO=KRONIKA
- Endings.KUN=KUNG LAO
- Endings.LIU=LIU KANG
- Endings.NOO=NOOB
- Endings.RAI=RAIDEN
- Endings.SCO=SCORPION
- Endings.SEK=SEKTOR
- Endings.SHA=SHAO KAHN
- Endings.SKA=SKARLET
- Endings.SON=SONYA
- Endings.SUB=SUB ZERO
- Endings.TER=GERAS
- Endings.Credits=CREDITS
- [Guilds]
- CreateGuild=CREATE GUILD
- JoinGuild=JOIN GUILD
- EditGuild=EDIT GUILD
- Memberlist=GUILD MEMBERS
- NameHeader=GUILD NAME
- TypeHeader=TYPE
- SlotHeader=OPEN SLOTS
- LevelHeader=LVL REQ
- MOTD=MESSAGE OF THE DAY
- GuildPoints=GUILD POINTS
- DailyPoints=YOUR DAILY
- MemberPoints=YOUR TOTAL
- TotalPoints=GUILD TOTAL
- Blank=
- InputDefault=
- GuildName=ENTER GUILD NAME
- GuildNameDescription=Enter a valid guild name
- GuildTag=GUILD TAG
- GuildTagDescription=Enter a valid guild tag
- GuildMotto=GUILD MOTTO
- GuildMottoDescription=Enter a valid guild motto
- GuildMOTD=MESSAGE OF THE DAY
- GuildMOTDDescription=Enter a valid guild message
- PrivacyType=SELECT TYPE
- Public=PUBLIC
- Private=PRIVATE
- Invite=INVITE ONLY
- LvlRequire=LVL REQUIREMENT
- 0=0
- 5=5
- 10=10
- 15=15
- 20=20
- 25=25
- 30=30
- 35=35
- 40=40
- 45=45
- 50=50
- Confirm=CONFIRM
- NameTakenMsg=ERROR: GUILD NAME ALREADY EXISTS
- GenericErrorMsg=THERE WAS AN ERROR
- [Pause]
- PauseMenu=PAUSE MENU
- Pause=PAUSE
- DefaultDescription=
- Paused=PAUSED
- Resume=RESUME
- Skip=SKIP
- Movelist=MOVE LIST
- GamepadPreset=CONTROLS
- GamepadPreset.PS4=CONTROLS
- GamepadPreset.XB1=CONTROLS
- PlayerSelect=CHARACTER SELECT
- LadderSelect=TOWER SELECT
- ActiveModifers=ACTIVE MODIFIERS
- Quit=QUIT
- SkipFight=SKIP FIGHT [skipFight] 1
- MainMenu=MAIN MENU
- AIFighter=AI BATTLE
- RestartMatch=RESTART MATCH
- EndEndlessRun=FINISH TOWER
- ToTheater=EXIT PRACTICE
- ToReplay=RESTART REPLAY
- ToggleTheaterView=TOGGLE THEATER VIEW
- ReturnToCap=GEAR KUSTOMIZATION
- AIOptions=AI OPTIONS
- PracticeOptions=PRACTICE OPTIONS
- ButtonLog=BUTTON LOG:
- ShowHUD=GAME HUD:
- CollisionRegion=COLLISION REGION:
- Tutorial.Skip=SKIP CURRENT TASK
- Tutorial.Previous=RETURN TO PREVIOUS SECTION
- Tutorial.Restart=RESTART CURRENT SECTION
- Tutorial.HUB=TUTORIAL HUB
- On=ON
- Off=OFF
- Full=FULL
- Normal=NORMAL
- Flawless=FLAWLESS
- XenonCtlrPullMsg=Controller has been Disconnected
- PS3CtlrPullMsg=
- Passive=PASSIVE
- AI=AI
- Human=HUMAN
- Custom=KUSTOM
- Very easy=VERY EASY
- Easy=EASY
- Medium=MEDIUM
- getup_Medium=MEDIUM
- Very hard=VERY HARD
- Hard=HARD
- Auto=AUTO
- All=ALL
- Hold=STANCE HOLD
- Stand=STAND
- Duck=DUCK
- Jump=JUMP
- Hop=HOP
- Random=RANDOM
- Up=UP
- Away=AWAY
- Down=DOWN
- Back=BACK
- High=HIGH
- Low=LOW
- EnemyType=ENEMY TYPE:
- AIDifficulty=AI DIFFICULTY:
- BlockMode=BLOCK MODE:
- BlockType=BLOCK TYPE:
- MovementMode=MOVEMENT MODE:
- RollMode=ROLL MODE:
- GetupMode=DELAYED GETUP:
- ReactionEscape=BREAKAWAY:
- EndTraining=END TRAINING
- SaveAndExit=SAVE AND EXIT
- ExitWithoutSaving=EXIT WITHOUT SAVING
- Confirm=CONFIRM
- Cancel=CANCEL
- OnLeft=(FACING RIGHT)
- OnRight=(FACING LEFT)
- Player=PLAYER
- ConstrainedPause=GAME PAUSED
- RandomAttack=RANDOM ATTACK
- RandomCombo=RANDOM KOMBO
- BlockAttackA=BlockAttackA
- BlockAttackB=BlockAttackB
- FatalityRetry=RETRY FATALITY
- Versus=VS
- RecordPlayback=RECORD/PLAYBACK
- EmptyRecordSlot=EMPTY SLOT
- ConfirmLoadMatch=This will load a new match. Do you wish to kontinue?
- ConfirmUnableToPlaybackMove=Some of the kontent related to this recording has been deleted or no longer exists. Would you like to delete this recording?
- ConfirmReplaceMove=This will overwrite the recorded data in this slot. Are you sure?
- ConfirmDeleteMove=Are you sure you wish to delete this entry?
- DeleteError=Unable to delete an active recording
- Accept=ACCEPT
- Exit=BACK
- Default=DEFAULT
- ReversalMode=REVERSAL MODE:
- ReversalAttack=REVERSAL ATTACK:
- WakeupMode=GETUP MODE:
- WakeupAttack=GETUP ATTACK:
- ClashMode=CLASH
- BlockEscape=BLOCK ATTACK:
- ThrowBreak=THROW BREAK:
- Stance=STANCE
- JumpForward=JUMP FORWARD
- JumpBack=JUMP BACK
- RecordAI=RECORD
- Playback=PLAYBACK
- ResetPlayback=RESET ON PLAYBACK:
- PlaybackTrigger=PLAYBACK TRIGGER:
- QuickAIOptions=QUICK AI OPTIONS:
- RightStick.PS4=RIGHT STICK
- RightStick.XB1=RIGHT STICK
- RightStick=RIGHT STICK
- DamageInfo=DAMAGE INFO:
- SuperMeter=METER FILL BEHAVIOR:
- SuperMeterBars=SUPER METER BARS:
- Refill=REFILL
- ResetPosition=RESET POSITION:
- ResetDistance=RESET DISTANCE:
- DefaultDistance=DEFAULT
- FullScreen=FULL SCREEN
- Close=CLOSE
- Center=CENTER
- Left=LEFT
- Right=RIGHT
- LifePercentage=P1 LIFE PERCENTAGE:
- LifePercentageP2=P2 LIFE PERCENTAGE:
- SameAsP1=SAME AS P1
- ControlPlayer=P1 CONTROL PLAYER:
- 10%=10%
- 20%=20%
- 30%=30%
- 40%=40%
- 50%=50%
- 60%=60%
- 70%=70%
- 80%=80%
- 90%=90%
- 100%=100%
- 0=0
- 1=1
- 2=2
- 3=3
- 4=4
- RecordingSlot=RECORDING SLOT:
- Tightrope=AREA:
- P1Position=P1 POSITION:
- InteractionZones=INTERACTION ZONES:
- Show=SHOW
- Hide=HIDE
- InPlace=IN PLACE
- SavedPosition=SAVED POSITION
- UpdateSavedPosition=UPDATE SAVED POSITION
- Record=RECORD
- Delete=DELETE
- Play=PLAY
- EmptyMove=EMPTY MOVE
- Short=SHORT
- Long=LONG
- P1=P1
- P2=P2
- Both=BOTH
- FrameData=FRAME DATA
- P1Loadout=P1 LOADOUT:
- P2Loadout=P2 LOADOUT:
- Interactables=INTERACT BACKGROUND:
- RememberSettings=REMEMBER SETTINGS:
- [ConnectionStatus]
- Title=NETWORK STATUS
- PlatformProfileNameXB1=GAMERTAG:
- PlatformProfileNamePS4=Online ID:
- PlatformProfileNamePC=Profile:
- HydraStudio= HYDRA STATUS
- Authenticated=AUTHENTICATED:
- EndPoint=ENDPOINT:
- RealtimeConnected=RT CONNECTED:
- RealtimeEndPoint=RT SESSION:
- ClientID=CLIENT ID:
- DeviceID=DEVICE ID:
- SessionID=SESSION ID:
- TRUE=TRUE
- FALSE=FALSE
- NotAvailable=N/A
- Empty=
- [MatchReplay]
- MatchReplay=MATCH REPLAYS
- Recent=RECENT
- Favorite=FAVORITE
- RecentHeader=RECENT MATCHES
- FavoriteHeader=FAVORITE SAVED MATCHES
- Background=ARENA
- Time=TIME
- VS=VS
- P1=PLAYER 1
- P2=PLAYER 2
- Mode=MODE
- Playback=PLAYBACK
- Delete=DELETE
- Exit=EXIT
- PageUpDown=PAGE UP/DOWN
- HideDamage=HIDE DAMAGE
- ShowDamage=SHOW DAMAGE
- HideButtons=HIDE BUTTONS
- ShowButtons=SHOW BUTTONS
- HideFrameData=HIDE FRAME DATA
- ShowFrameData=SHOW FRAME DATA
- Pause=PAUSE PLAYBACK
- Resume=RESUME PLAYBACK
- 2x=FAST FORWARD [2X]
- 4x=FAST FORWARD [4X]
- Step=STEP FRAME
- Half=SLOW MOTION
- [CharacterModule]
- Level=LVL
- Strength=STR
- Ability=ABL
- Defense=DEF
- Health=HP
- [GearModule]
- Strength=STRENGTH
- Ability=ABILITY
- Defense=DEFENSE
- Health=HEALTH
- XStat=AUGMENT
- SetBonus=SET BONUS
- SellDescriptionFormatted="SELL PRICE: {price:%s}"
- SellPriceNotAvailable="VERIFYING PRICE"
- [KombatKard]
- Page_0=OVERVIEW
- Page_1=CHARACTER HISTORY
- Page_2=ONLINE HISTORY
- Page_3=KOMBAT LEAGUE HISTORY
- Page_4=OFFLINE HISTORY
- Page_5=AI HISTORY
- Page_6=MATCH REPLAYS
- Page_7=MEDALLIONS
- EnterPagePrompt={button:%hs} ENTER PAGE
- KombatLeague=KOMBAT LEAGUE
- KombatLeague.Points=KOMBAT POINTS
- KombatLeague.Rank=KOMBATANT
- OverallStats=OVERALL STATS
- OverallStats.Hours=HOURS PLAYED
- OverallStats.Blood=PINTS OF BLOOD SPILLED
- OverallStats.Gear=GEAR KOLLECTED
- OverallStats.Artifact=DAILY CHALLENGES
- OverallStats.OnlineWin=ONLINE WIN RATE
- OverallStats.OnlineStreak=ONLINE WIN STREAK
- OverallStats.Fatalities=FATALITIES
- OverallStats.Brutalities=BRUTALITIES
- OverallStats.Mercies=MERCIES
- OverallStats.Flawless=FLAWLESS ROUNDS
- Offline.TowersOfTime=RACE AGAINST TIME
- Offline.RATScore=CURRENT SCORE
- Offline.RATTowers=TOWERS KOMPLETED
- Offline.StatsHeader=OFFLINE STATS
- Offline.TowerFights=ToT FIGHTS KOMPLETED
- Offline.TowersCompleted=TOWERS KOMPLETED
- Offline.PortalsCompleted=PORTALS KOMPLETED
- Offline.CurrentStage=CURRENT GAUNTLET STAGE
- Offline.StoryCompletion=STORY KOMPLETION
- Offline.KryptChests=KRYPT CHESTS OPENED
- Offline.KryptBodies=KRYPT BODIES DESTROYED
- Offline.KryptPots=KRYPT POTS DESTROYED
- Offline.TutorialsCompleted=TUTORIAL KOMPLETION
- Offline.CharacterTutorials=CHARACTER TUTORIALS KOMPLETED
- Medallions=MEDALLIONS
- Medallion=MEDALLION
- OnlineMedallions=ONLINE MEDALLIONS
- OfflineMedallions=OFFLINE MEDALLIONS
- AIMedallions=AI MEDALLIONS
- TopMedallions=TOP MEDALLIONS
- MostPlayed=MOST PLAYED CHARACTERS
- MostPlayed.Games=GAMES
- MostPlayed.MainWinRatio=WIN RATIO
- MostPlayed.WinRatio={num:%.1f}%
- CharHistory.Character=CHARACTER
- CharHistory.ItemCount=GEAR UNLOCKED
- CharHistory.OnlineWL=ONLINE W/L
- CharHistory.Usage=USAGE %
- CharHistory.StatsPrompt={rbutton:%hs} CLOSE {up:%hs}/{down:%hs} PREVIOUS/NEXT CHARACTER
- CharHistory.GridPrompt={dbutton:%hs} VIEW ONLINE KOMBAT STATS
- CharHistory.Stats.AttackingHeader=ATTACKING AS
- CharHistory.Stats.AttackingDescription=Damage DEALT from kombos starting with each attack type
- CharHistory.Stats.DefendingHeader=DEFENDING AGAINST
- CharHistory.Stats.DefendingDescription=Damage TAKEN from kombos starting with each attack type
- CharHistory.Stats.Low=LOWS
- CharHistory.Stats.Mid=MIDS
- CharHistory.Stats.High=HIGHS
- CharHistory.Stats.Overhead=OVERHEADS
- CharHistory.Stats.SpecialMove=SPECIAL MOVES
- CharHistory.Stats.Throw=THROWS
- CharHistory.Stats.Interact=INTERACTS
- CharHistory.Stats.Supermove=FATAL BLOWS
- MatchReplays.YouHeader=PLAYER
- MatchReplays.OpponentHeader=OPPONENT
- MatchReplays.ModeHeader=MODE
- MatchReplays.DateHeader=DATE
- MatchReplays.ResultHeader=RESULT
- MatchReplays.PopupPrompt={dbutton:%hs} VIEW OPTIONS
- MatchReplays.EmptyPrompt=YOUR MATCH REPLAYS WILL SHOW UP HERE
- MatchReplays.Won=<font color='#336633'>WON</font>
- MatchReplays.Lost=<font color='#660000'>LOST</font>
- MatchReplays.DNF=DNF
- MatchReplays.Popup.ViewKombatKard=VIEW OPPONENT'S KOMBAT KARD
- MatchReplays.Popup.ViewOpponentMesh=VIEW OPPONENT'S CHARACTER
- MatchReplays.Popup.ViewYourMesh=VIEW PLAYER'S CHARACTER
- MatchReplays.Popup.WatchReplay=WATCH REPLAY
- MatchReplays.Popup.FavoriteReplay=FAVORITE REPLAY
- MatchReplays.Popup.DeleteReplay=DELETE REPLAY
- MatchReplays.Popup.ClosePrompt={rbutton:%hs} CLOSE
- KombatLeague.SeriesHeader=SERIES
- KombatLeague.RankHeader=RANK
- KombatLeague.PointsHeader=KOMBAT POINTS
- KombatLeague.CharacterHeader=MOST PLAYED
- KombatLeague.ActiveHeader=CURRENT SERIES
- Online.Standings=ONLINE GLOBAL STANDINGS
- Online.Stats=ONLINE STATS
- Online.KombatLeagueRank=RANKED SETS
- Online.PlayerMatchRank=KASUAL MATCHES
- Online.RankedSetsTotal=RANKED SETS PLAYED
- Online.RankedSetsWins=RANKED SETS WON
- Online.RankedSetsStreak=RANKED SETS LONGEST STREAK
- Online.PlayerMatchesTotal=KASUAL MATCHES PLAYED
- Online.PlayerMatchesWins=KASUAL MATCHES WON
- Online.PlayerMatchesStreak=KASUAL MATCHES LONGEST STREAK
- Online.KOTHWins=KOTH WINS
- Online.KOTHDethrones=KINGS DETHRONED
- Online.KOTHStreak=LONGEST KOTH STREAK
- Online.OnlineTime=TIME IN ONLINE MATCHES
- AI.Header1=AI GLOBAL STANDINGS
- AI.Header2=AI STATS
- AI.BattleRank=AI BATTLE
- AI.MatchRank=AI MATCHES
- AI.TotalAIFights=TOTAL AI FIGHTS
- AI.BattlesNumWins=AI BATTLES WON
- AI.BattlesPlayed=AI BATTLES PLAYED
- AI.BattlesStreak=AI BATTLES LONGEST STREAK
- AI.BattlesSweeps=AI BATTLES SWEPT
- AI.MatchesSetsWon=AI MATCHES WON
- AI.MatchesSetsPlayed=AI MATCHES PLAYED
- AI.MatchesSetsSwept=AI MATCHES SWEPT
- AI.MatchesSetsStreak=AI MATCHES LONGEST STREAK
- AI.TowersCompleted=TOWERS COMPLETED BY AI
- Medal.Damage1.title=KRIPPLING KOMBO
- Medal.Damage1.desc=Perform a Kombo that deals 200 or more total damage during a match.
- Medal.Damage2.title=BRUTAL KOMBO
- Medal.Damage2.desc=Perform a Kombo that deals 300 or more total damage during a match.
- Medal.Damage3.title=DEADLY KOMBO
- Medal.Damage3.desc=Perform a Kombo that deals 400 or more total damage during a match.
- Medal.Blood1.title=BLOODBATH
- Medal.Blood1.desc=Spill 25 or more Pints of Blood in a single match.
- Medal.Blood2.title=MASSACRE
- Medal.Blood2.desc=Spill 100 or more Pints of Blood in a single match.
- Medal.Blood3.title=SLAUGHTER HOUSE
- Medal.Blood3.desc=Spill 200 or more Pints of Blood in a single match.
- Medal.Punish.title=PUNISHMENT
- Medal.Punish.desc=Hit your oppnent while they're recovering from an attack during a match.
- Medal.Reversal.title=REVERSAL
- Medal.Reversal.desc=Perform a Reversal by inputting a Special Move after blocking an opponent's attack during a match.
- Medal.AirEscape.title=ESCAPE ARTIST
- Medal.AirEscape.desc=Perform a Breakaway while being juggled during a match.
- Medal.FlawlessBlock.title=FLAWLESS BLOCK
- Medal.FlawlessBlock.desc=Perform a Flawless Block by timing your block at the time of contact during a match.
- Medal.Interact.title=ENVIRONMENTAL ADVANTAGE
- Medal.Interact.desc=Use any background interactable during a match.
- Medal.KrushingBlow.title=BONE BREAKER
- Medal.KrushingBlow.desc=Perform a Krushing Blow during a match.
- Medal.FatalBlow.title=SLAYER
- Medal.FatalBlow.desc=Perform a Fatal Blow during a match.
- Medal.Brutality.title=BRUTAL FINISH
- Medal.Brutality.desc=Finish a match with a Brutality.
- Medal.Fatality.title=FATALITY
- Medal.Fatality.desc=Finish a match with a Fatality.
- Medal.Mercy.title=MERCY
- Medal.Mercy.desc=Grant Mercy to your opponent at the end of a match.
- Medal.FlawlessMatch.title=FLAWLESS MATCH
- Medal.FlawlessMatch.desc=Finish a match without taking any damage.
- Medal.FlawlessRound.title=FLAWLESS ROUND
- Medal.FlawlessRound.desc=Finish a round without taking any damage.
- Medal.RankedSetSweep.title=STEAMROLLER
- Medal.RankedSetSweep.desc=Win an Online Ranked Set without losing a match.
- Medal.RankStreak5.title=UNSTOPPABLE
- Medal.RankStreak5.desc=Win 5 Online Ranked Sets in a row.
- Medal.RankStreak10.title=JUGGERNAUT
- Medal.RankStreak10.desc=Win 10 Online Ranked Sets in a row.
- Medal.RankStreak25.title=RELENTLESS
- Medal.RankStreak25.desc=Win 25 Online Ranked Sets in a row.
- Medal.RankStreak50.title=MANIAC
- Medal.RankStreak50.desc=Win 50 Online Ranked Sets in a row.
- Medal.KingDethrone.title=KING SLAYER
- Medal.KingDethrone.desc=Dethrone a King in King of the Hill.
- GamesPlayed={numberstr:%s}
- EditBackground=Edit Background
- EditIcon=Edit Icon
- RetrievingStats=DOWNLOADING PROFILE STATS&
- LoadingAssets=LOADING ASSETS&
- RetrievingStatsFailed="THERE WAS AN ERROR RETRIEVING THE PROFILE.\nSOME INFORMATION MAY BE INNACURATE OR UNAVAILABLE AT THIS TIME."
- EquipWarning=You cannot equip locked items
- Rank=RANK
- CharacterName=CHARACTER NAME
- Wins=WINS
- Losses=LOSSES
- WinLoss=WIN / LOSS
- WinPercent=WIN %
- GuildId=GUILD
- KombatKoins=KOMBAT KOINS
- XP=XP
- Matches=MATCHES
- Flawless=FLAWLESS VICTORIES
- DoubleFlawless=DOUBLE FLAWLESS VICTORIES
- TimeOverWins=TIME OUT WINS
- XRay=FATAL BLOWS PERFORMED
- LongestWinStreak=LONGEST WIN STREAK
- LongestLoseStreak=LONGEST LOSING STREAK
- LongestCombo=LONGEST KOMBO
- FavoriteCharacter=FAVORITE CHARACTER
- TimePlayed=TIME PLAYED
- Fatalities=FATALITIES PERFORMED
- Brutalities=BRUTALITIES PERFORMED
- GuildPoints=GUILD POINTS
- Disconnects=DISCONNECTS
- FavoriteMode=FAVORITE MODE
- Nemesis=NEMESIS
- InteractionsUsed=LEVEL INTERACTIONS USED
- TeamWins=TEAM WINS
- TeamLosses=TEAM LOSSES
- RankRanked=RANKED SETS RANK
- RankPlayer1V1=KASUAL MATCH VERSUS RANK
- RankKoth=KING OF THE HILL RANK
- RankSurvivor=SURVIVOR RANK
- Rank1V1=1V1 RANK
- RankKoin=KOIN KOMBAT RANK
- KoinsWon=KOINS WON
- KoinsLost=KOINS LOST
- KoinsLargestPayout=BIGGEST KOIN PAYOUT
- PracticeTime=PRACTICE TIME
- LaddersCompleted=TOWERS KOMPLETED
- TopLadderScore=TOP TOWER SCORE
- StoryModeCompletion=STORY MODE KOMPLETION %
- TutorialModeCompletion=TUTORIAL MODE KOMPLETION %
- DifficultyCompleted=HARDEST DIFFICULTY KOMPLETED
- TotalContinues=TOTAL KONTINUES
- MostPlayedMode=MOST PLAYED MODE
- OnlineMatches=MATCHES ONLINE
- OnlineWins=WINS ONLINE
- OnlineLosses=LOSSES ONLINE
- OnlineFlawless=FLAWLESS VICTORIES ONLINE
- OnlineTimeOverWins=TIME OUT WINS ONLINE
- OnlineXRay=FATAL BLOWS PERFORMED ONLINE
- OnlineLongestWinStreak=LONGEST WIN STREAK ONLINE
- OnlineFavoriteCharacter=FAVORITE CHARACTER ONLINE
- OnlineTimePlayed=TIME PLAYED ONLINE
- RespectPoints=RESPECT POINTS
- KingsDethroned=KINGS DETHRONED
- SurvivorsDethroned=SURVIVORS DETHRONED
- HealthRecovered=HEALTH RECOVERED
- NotAvailable=N/A
- GamerCard={profileButton:%hs} GAMERCARD -{kombatHistoryButton:%hs} KOMBAT HISTORY
- Profile={profileButton:%hs} PROFILE -{kombatHistoryButton:%hs} KOMBAT HISTORY
- ViewInfo=View Info
- HideInfo=Hide Info
- EquipSet=Equip Set
- PartOfSet=Part of Set
- SupermovesConnected=FATAL BLOWS
- PlayersHeaderChar=CHARACTER USED
- PlayersHeaderCharLvl=CHARACTER LEVEL
- PlayersHeaderDate=ENCOUNTERED
- PlayersHeaderWinLose=WIN/LOSE
- CurrencyEarned=CREDITS KOLLECTED
- GuildCurrency=GUILD CREDITS KOLLECTED
- Connecting=Connecting to server&
- KomingSoon=KOMING SOON
- Koming=KOMING
- Soon=SOON
- [BigPopUp]
- ButtonPromptClose={acceptButton:%hs} CLOSE
- ButtonPromptNext={acceptButton:%hs} NEXT
- [ProgressionRewards]
- Koins=KOINS
- XP=XP
- Level=LEVEL
- Completed=KOMPLETED
- TOTAL_PERFECT_WINS=PERFECT VICTORY BONUS
- TOTAL_SUPERMOVES_CONNECTED=FATAL BLOW BONUS
- TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS BONUS
- INTERACTIONS_USED=STAGE INTERACTION BONUS
- CLASH_WINS=CLASH WIN BONUS
- TOTAL_THROWS=THROW BONUS
- TOTAL_THROW_ESCAPES=THROW ESCAPE BONUS
- UPPERCUTS_CONNECTED=UPPERCUT BONUS
- SPECIAL_MOVES_CONNECTED=SPECIAL MOVE BONUS
- ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVE BONUS
- TOTAL_WAKE_ATTACKS=GETUP ATTACK BONUS
- TOTAL_REVERSALS=REVERSAL BONUS
- BACKGROUND_BOUNCES=BACKGROUND BOUNCE BONUS
- WALL_BOUNCES=WALL BOUNCE BONUS
- GROUND_BOUNCES=GROUND_BOUNCE_BONUS
- BLOCK_ESCAPES=BLOCK ESCAPE BONUS
- BLOCK_BREAKERS=BLOCK BREAK BONUS
- AIR_EVADES=AIR EVADE BONUS
- ROLL_EVADEs=ROLL EVADE BONUS
- ChallengeHeader=CHALLENGE
- RewardHeader=REWARD
- [ProgressionRewards.Names]
- TOTAL_PERFECT_WINS=PERFECT VICTORIES
- TOTAL_SUPERMOVES_CONNECTED=FATAL BLOWS
- TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS
- INTERACTIONS_USED=STAGE INTERACTIONS
- CLASH_WINS=CLASH WINS
- TOTAL_THROWS=THROWS
- TOTAL_THROW_ESCAPES=THROW ESCAPES
- UPPERCUTS_CONNECTED=UPPERCUTS
- SPECIAL_MOVES_CONNECTED=SPECIAL MOVES
- ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVES
- TOTAL_WAKE_ATTACKS=GETUP ATTACKS
- TOTAL_REVERSALS=REVERSALS
- BACKGROUND_BOUNCES=BACKGROUND BOUNCES
- WALL_BOUNCES=WALL BOUNCES
- GROUND_BOUNCES=GROUND BOUNCES
- BLOCK_ESCAPES=BLOCK ESCAPES
- BLOCK_BREAKERS=BLOCK BREAKS
- AIR_EVADES=AIR EVADES
- ROLL_EVADES=ROLL EVADES
- [ProgressionRewards.Descriptions]
- TOTAL_PERFECT_WINS=PERFECT VICTORIES EARNED
- TOTAL_SUPERMOVES_CONNECTED=FATAL BLOWS CONNECTED
- TRANSITIONS_AS_ATTACKER=LEVEL TRANSITIONS STARTED
- INTERACTIONS_USED=STAGE INTERACTIONS PERFORMED
- CLASH_WINS=CLASH WINS
- TOTAL_THROWS=THROWS CONNECTED
- TOTAL_THROW_ESCAPES=THROW ESCAPES PERFORMED
- UPPERCUTS_CONNECTED=UPPERCUTS CONNECTED
- SPECIAL_MOVES_CONNECTED=SPECIAL MOVES CONNECTED
- ENHANCED_SPECIAL_MOVES_CONNECTED=AMPLIFIED MOVES CONNECTED
- TOTAL_WAKE_ATTACKS=GETUP ATTACKS PERFORMED
- TOTAL_REVERSALS=REVERSALS PERFORMED
- BACKGROUND_BOUNCES=BACKGROUND BOUNCES CONNECTED
- WALL_BOUNCES=WALL BOUNCES CONNECTED
- GROUND_BOUNCES=GROUND BOUNCES CONNECTED
- BLOCK_BREAKERS=BLOCK BREAKS PERFORMED
- BLOCK_ESCAPES=BLOCK ESCAPES PERFORMED
- AIR_EVADES=AIR EVADES PERFORMED
- ROLL_EVADEs=ROLL EVADES PERFORMED
- [GameModes]
- UNAVAILABLE=UNAVAILABLE
- GM_MAINMENU=MAIN MENU
- GM_SINGLE_VERSUS_OFF=SINGLE FIGHT
- GM_MULTI_VERSUS_OFF=1V1
- GM_LOCAL_VERSUS_OFF=LOCAL FIGHT
- GM_STORY_OFF=STORY
- GM_PRACTICE=PRACTICE
- GM_LADDER_OFF=TOWERS
- GM_TRAINING_OFF=TRAINING
- GM_GALLERY_OFF=GALLERY
- GM_KRYPT=KRYPT
- GM_FATALITY_TRAINING=FATALITY TRAINING
- GM_ATTRACT=ATTRACT
- GM_TEST_YOUR_LUCK=TEST YOUR LUCK
- GM_KUSTOM_KOMBAT=KUSTOM KOMBAT
- GM_TEST_YOUR_MIGHT=TEST YOUR MIGHT
- GM_RANKED_ON=RANKED MATCH
- GM_RANKED_ON_1V1=1V1
- GM_PLAYER_MATCH_ON=PLAYER MATCH
- GM_PLAYER_MATCH_ON_1V1=1V1
- GM_PLAYER_MATCH_ON_KOTH=KING OF THE HILL
- GM_PLAYER_MATCH_ON_SURVIVOR=SURVIVOR
- GM_PLAYER_MATCH_ON_PRACTICE=ONLINE PRACTICE
- GM_PLAYER_MATCH_ON_TYL=TEST YOUR LUCK ONLINE
- GM_PRIVATE_MATCH_ON_1V1=1V1 ONLINE
- GM_PRIVATE_MATCH_ON_KOTH=KING OF THE HILL
- GM_PRIVATE_MATCH_ON_SURVIVOR=SURVIVOR
- GM_PRIVATE_MATCH_ON_PRACTICE=ONLINE PRACTICE
- GM_PRIVATE_MATCH_ON_TYL=TEST YOUR LUCK ONLINE
- GM_COMPETITIVE_LADDER_ON=TOWER BATTLE
- GM_MATCH_REPLAY=MATCH REPLAY
- GM_KLASSIC_PORTAL_MODE=KLASSIC TOWERS
- GM_TOWERS_OF_TIME=TOWERS OF TIME
- [GameModesReplay]
- GM_SINGLE_VERSUS_OFF=SINGLE FIGHT
- GM_MULTI_VERSUS_OFF=1V1
- GM_LOCAL_VERSUS_OFF=LOCAL FIGHT
- GM_MULTI_TOURNAMENT_OFF=TOURNAMENT
- GM_AI_FIGHTER=AI BATTLE
- GM_RANKED_ON=RANKED 1v1
- GM_RANKED_ON_1V1=RANKED 1V1
- GM_PLAYER_MATCH_ON=PLAYER 1V1
- GM_PLAYER_MATCH_ON_1V1=PLAYER 1V1
- GM_PLAYER_MATCH_ON_KOTH=KING OF THE HILL
- GM_PLAYER_MATCH_ON_HOT_SEAT=HOT SEAT
- GM_PRIVATE_MATCH_ON_1V1=PRIVATE 1V1
- GM_PRIVATE_MATCH_ON_KOTH=KING OF THE HILL
- GM_PRIVATE_MATCH_ON_HOT_SEAT=HOT SEAT
- GM_PRIVATE_MATCH_ON_HOTSEAT=HOT SEAT
- GM_TOURNAMENT_ONLINE_1V1=ONLINE TOURNAMENT
- GM_LADDER_OFF=TOWERS
- GM_KLASSIC_PORTAL_MODE=KLASSIC TOWERS
- GM_TOWERS_OF_TIME=TOWERS OF TIME
- [KombatKard.HeadingNames]
- Overview=OVERVIEW
- Ranked1V1=RANKED SETS
- Player1V1=KASUAL MATCH VERSUS
- PlayerKOTH=KING OF THE HILL
- Offline=OFFLINE
- Invasion=INVASION
- History=CHARACTER HISTORY
- OnlinePlayers=OPPONENTS
- OnlinePlayersAdvancedFriends=FRIENDS
- OnlinePlayersAdvancedRivals=RIVALS
- PlayerProgression=PROGRESSION REWARDS
- [KombatKard.OfflineHeadingNames]
- Offline=OVERVIEW
- OfflineAdvancedStory=STORY
- OfflineAdvancedKombatReel=TEST YOUR LUCK
- OfflineAdvanced1V1=PLAYER VS PLAYER
- OfflineAdvancedLadders=TOWERS
- History=OFFLINE CHARACTER HISTORY
- PlayerProgression=PROGRESSION REWARDS
- [KombatKard.PageNames]
- Overview=OVERVIEW
- Ranked=OVERVIEW
- Ranked1V1=RANKED SETS
- Player=OVERVIEW
- Player1V1=KASUAL MATCH VERSUS
- PlayerKOTH=KASUAL MATCH KING OF THE HILL
- Offline=OVERVIEW
- OfflineAdvancedStory=STORY
- OfflineAdvancedKombatReel=TEST YOUR LUCK
- OfflineAdvanced1V1=PLAYER VS PLAYER
- OfflineAdvancedLadders=TOWERS
- OnlinePlayers=PLAYERS MET
- OnlinePlayersAdvancedFriends=FRIENDS
- OnlinePlayersAdvancedRivals=RIVALS
- OnlinePlayersAdvancedGuildMembers=GUILD MEMBERS
- History=""
- PlayerProgression=PROGRESSION REWARDS
- SelectIcon=ICON
- SelectBackground=BACKGROUND
- SelectBorder=BORDER
- Empty=""
- [KombatKardUnlocksDescriptions]
- None=NONE
- DefaultIcon=MORTAL KOMBAT 11
- DefaultBgnd=MORTAL KOMBAT 11
- ModuleFG_0=ModuleFG_0
- ModuleFG_1=ModuleFG_1
- ModuleBG_0=ModuleBG_0
- ModuleBG_1=ModuleBG_1
- [KombatKardUnlockNames]
- None=NONE
- DefaultIcon=MORTAL KOMBAT 11
- DefaultBgnd=MORTAL KOMBAT 11
- ModuleFG_0=ModuleFG_0
- ModuleFG_1=ModuleFG_1
- ModuleBG_0=ModuleBG_0
- ModuleBG_1=ModuleBG_1
- [Legal]
- EULA_Default=Failed to download EULA documents. Please visit http://support.wbgames.com to view the EULA.
- LegalLine1="MORTAL KOMBAT 11 software © 2019 Warner Bros. Entertainment Inc. Developed by NetherRealm Studios. UnrealÆ Engine, © 1998 2019 Epic Games, Inc. Unreal, Unreal Technology and the Powered by Unreal Technology logo are trademarks or registered trademarks of Epic Games, Inc Havok"!-© 1999 2019 Havok.com Inc. (and its Licensors). See www.havok.com for details. All Rights Reserved. Uses Oodle Data Compression © 1997 2019 by RAD Game Tools, Inc. 3D production and optimization powered by InstaLOD. InstaLOD ls a trademark of InstaLOD UG (haftungsbeschraenkt). Powered by Wwise © 2006 2019 Audiokinetic Inc. All rights reserved. Monotype is a trademark of Monotype Imaging Inc. registered in the United States Patent and Trademark Office and may be registered in certain jurisdictions. The Monotype Imaging logo is a trademark of Monotype Imaging Inc. and may be registered in certain jurisdictions."
- LegalLine2="WB GAMES LOGO, WBIE LOGO, WB SHIELD, NETHERREALM STUDIOS LOGO, MORTAL KOMBAT, THE DRAGON LOGO, and all related characters and elements are trademarks of and © Warner Bros. Entertainment Inc.\n(s19)"
- Beta.Agreement.Title=End User License Agreement
- Beta.Agreement.Instructions=By selecting "Accept," I agree to the WB Games End User License Agreement and Terms of Service, and I acknowledge the Privacy Policy.
- Agreement.NoInstructions=
- Beta.Agreement.Checkbox.EULA=I have read and agree to the End User License Agreement and Terms of Service above.
- Agreement.Checkbox.Privacy_PS4=I have read and agree to WB's Privacy Policy including game analytic activities and the transfer of my data (including my Online ID from PlayStation"! Network) to the US.
- Agreement.Checkbox.Privacy_XB1=I have read and agree to WB's Privacy Policy including game analytic activities and the transfer of my data to the US.
- Beta.Agreement.Button.Accept=ACCEPT
- Beta.Agreement.Button.Privacy=PRIVACY POLICY
- Beta.Agreement.Button.TOS=TERMS OF SERVICE
- Beta.Agreement.ButtonPrompt={scrollButton:%hs} SCROLL -{acceptButton:%hs} SELECT
- Beta.Agreement.MustAccept=You must agree to the End User License Agreement and Terms of Service to kontinue.
- Beta.Agreement.MustAcceptNonUS=You must agree to the End User License Agreement, Terms of Service, and WB Privacy Policy to kontinue.
- Privacy.URL=https://go.wbgames.com/privacy center console
- Redirect.URL=https://policies.warnerbros.com
- Beta.BetweenTechAndPreorder="The Mortal Kombat 11 Online Stress Test is no longer available.\n\nFor more information, Please go to MortalKombat.com/beta"
- Beta.BetaEnded="Thank you for playing the Mortal Kombat 11 Closed Beta.\n\nMortal Kombat 11 available April 23 featuring\n∑ A Huge Roster of New and Returning Characters\n∑ The Epic Cinematic Story Mode\n∑ All New Custom Character Variations\n∑ Towers of Time\n∑ All New Online Modes\n∑ The Krypt"
- Beta.KontentUnavailable="This kontent is unavailable in the beta"
- Beta.BetaSoftwareMessageXB1="Pre Release Software. This game is in a pre release stage of development. This means that some parts of the game, including Xbox Live features (like chat and multiplayer), might not function as expected (or might not function at all). The game might even crash. Because this is a pre release game, Microsoft and the publisher do not commit to providing customer support for the game."
- SeizureWarning="WARNING: READ BEFORE PLAYING\n\nA very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a computer screen, or while playing video games, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. -If you, or anyone in your family, have an epileptic condition, consult your physician prior to playing. -If you experience dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions while playing a video or computer game, IMMEDIATELY discontinue use and consult your physician before resuming play."
- [Legal.Microsoft]
- TOS.URL=https://go.wbgames.com/terms of use mk11 microsoft
- [Legal.Sony]
- TOS.URL=https://go.wbgames.com/terms of use mk11 sony
- [Ladder]
- Stage=LEVEL
- LadderLoadScreen="NEXT OPPONENT:"
- ThanksForPlaying="THANKS FOR PLAYING"
- Beta.ThanksForPlayingTechBeta=Thank you for playing the MORTAL KOMBAT 11 Online Stress Test.
- Beta.ThanksForPlayingPreorderBeta=Thank you for playing the MORTAL KOMBAT 11 Closed Beta.
- Generic.ThanksIntro=Thank you for playing MORTAL KOMBAT 11.
- Beta.ReleaseDate=Available April 23 featuring:
- Beta.Features="∑A Huge Roster of New and Returning Characters\n∑The Epic Cinematic Story Mode\n∑All New Custom Character Variations\n∑Towers of Time\n∑All New Online Modes\n∑The Krypt"
- [Ladder.Title]
- Beta=MORTAL KOMBAT 11
- Tutorial1=FIRST TUTORIAL
- Tutorial2=SECOND TUTORIAL
- Tutorial3=THIRD TUTORIAL
- Tutorial4=FOURTH TUTORIAL
- Default=Default Ladder Title
- Default2=Default Ladder Title
- Default3=Default Ladder Title
- Default4=Default Ladder Title
- Default5=Default Ladder Title
- Default6=Default Ladder Title
- Default7=Default Ladder Title
- Default8=Default Ladder Title
- ShowBuild=MORTAL KOMBAT 11
- TagAssist=Tag Assist Title
- TestOne=LADDER ONE
- TestTwo=LADDER TWO
- TestThree=LADDER THREE
- Novice=NOVICE
- Warrior=WARRIOR
- Champion=CHAMPION
- Survivor=SURVIVOR
- Endless=ENDLESS
- BurnBadSpecial=NOTHING SPECIAL
- BurnLightningStrike=LIVE TO DESTROY
- Debug=HYPE MODE 1000
- DebugEndurance=HYPE MODE 2000
- Test=TEST TOWER
- DebugTagTeam_PlayerVsAITag=TEST BRO
- DebugTagTeam_PlayerTagVsAI=SUPER TEST BRO
- BarakaSideKickTower1=BLADED AND JADED
- BarakaSideKickTower2=SMELL OF BLOOD
- BarakaSideKickTower3=SURROUNDED BY DEATH
- BarakaSideKickTower4=FEASTING ON FLESH
- BarakaSideKickTower5=FINAL ENCOUNTER
- CassieSideKickTower1=INFILTRATION UNIT
- CassieSideKickTower2=COVERT OPS
- CassieSideKickTower3=GUNG HO
- CassieSideKickTower4=WORLD POLICE
- CassieSideKickTower5=ANCIENT LINEAGE
- CetrionSideKickTower1=GUARDIAN OF ELEMENTS
- CetrionSideKickTower2=VENGEANCE OF STONE
- CetrionSideKickTower3=LOCUS OF ELEMENTS
- CetrionSideKickTower4=FOREST FIRE
- CetrionSideKickTower5=TREE HUGGER
- CyberFrostSideKickTower1=COLD SHOULDER
- CyberFrostSideKickTower2=HEART OF ICE
- CyberFrostSideKickTower3=FRIGID FRIEND
- CyberFrostSideKickTower4=BLIZZARD
- CyberFrostSideKickTower5=ICE AGE
- DVorahSideKickTower1=THE SWARM
- DVorahSideKickTower2=BUGGIN OUT
- DVorahSideKickTower3=INFESTED
- DVorahSideKickTower4=CREEPY CRAWLERS
- DVorahSideKickTower5=SWATTED
- ErronBlackSideKickTower1=OUTLAW GANG
- ErronBlackSideKickTower2=OUTWORLD HEIST
- ErronBlackSideKickTower3=HIGH NOON
- ErronBlackSideKickTower4=QUICKDRAW
- ErronBlackSideKickTower5=DEADEYE
- JacquiSideKickTower1=WEAPONS AND TACTICS
- JacquiSideKickTower2=EXPANDED ARMORY
- JacquiSideKickTower3=HIGH CALIBER ROUNDS
- JacquiSideKickTower4=EXPLOSIVES FETISH
- JacquiSideKickTower5=BREACHING CHARGE
- JadeSideKickTower1=BETRAYAL
- JadeSideKickTower2=PROVEN WARRIOR
- JadeSideKickTower3=ROYAL GUARD
- JadeSideKickTower4=FATAL ATTRACTION
- JadeSideKickTower5=EDENIAN RESISTANCE
- JaxSideKickTower1=STING LIKE A BEE
- JaxSideKickTower2=TRAINING PARTNER
- JaxSideKickTower3=MACHINE GUN JABS
- JaxSideKickTower4=HAYMAKER DUO
- JaxSideKickTower5=HEAVYWEIGHT CHAMP
- CageSideKickTower1=LIGHTS, CAMERA, ACTION!
- CageSideKickTower2=STUNT DOUBLE
- CageSideKickTower3=FIGHT COREOGRAPHY
- CageSideKickTower4=COSTARS
- CageSideKickTower5=SUMMER BLOCKBUSTER
- KabalSideKickTower1=ROAD RAGE
- KabalSideKickTower2=SPEED DEMON
- KabalSideKickTower3=SOUND BARRIER
- KabalSideKickTower4=BLACK DRAGON AGENTS
- KabalSideKickTower5=LOW ROAD
- KanoSideKickTower1=DIRTY CHEATERS
- KanoSideKickTower2=RIGGED FIGHT
- KanoSideKickTower3=RUMBLE DOWN UNDER
- KanoSideKickTower4=KIWI KICKER
- KanoSideKickTower5=DEVIL IN THE DETAILS
- KitanaSideKickTower1=RESTORE THE MONARCHY
- KitanaSideKickTower2=TWIN TEMPESTS
- KitanaSideKickTower3=WARRIOR PRINCESS
- KitanaSideKickTower4=REGAL BEARING
- KitanaSideKickTower5=SYMBOL OF GRACE
- KollectorSideKickTower1=AVATAR OF GREED
- KollectorSideKickTower2=SHARED AVARICE
- KollectorSideKickTower3=HOARDERS
- KollectorSideKickTower4=KOLLECTED WEALTH
- KollectorSideKickTower5=LETS MAKE A DEAL
- KotalSideKickTower1=DIVINE ASSISTANCE
- KotalSideKickTower2=BLOOD SACRIFICES
- KotalSideKickTower3=WAR FOR THE WAR GOD
- KotalSideKickTower4=SUNMARKED WARRIORS
- KotalSideKickTower5=ETERNALLY IN GLORY
- KungLaoSideKickTower1=DEFENDER'S ANCESTRY
- KungLaoSideKickTower2=PEDIGREE OF COMBAT
- KungLaoSideKickTower3=SHAOLIN DISCIPLE
- KungLaoSideKickTower4=STEADY WARRIOR
- KungLaoSideKickTower5=SPIRIT STRIKES
- LiuKangSideKickTower1=DRAGON ALLY
- LiuKangSideKickTower2=CHAMPION TAG TEAM
- LiuKangSideKickTower3=EARTHREALM'S MIGHTIEST HEROES
- LiuKangSideKickTower4=COORDINATED STRIKES
- LiuKangSideKickTower5=PURGING FIRESTORM
- NoobSideKickTower1=UMBRAL CLOAK
- NoobSideKickTower2=WALK ON THE DARK SIDE
- NoobSideKickTower3=SWALLOWING SHADOWS
- NoobSideKickTower4=MIRROR IMAGE
- NoobSideKickTower5=COLLAPSING NIGHT
- RaidenSideKickTower1=LIGHTNING STORM
- RaidenSideKickTower2=ELECTRIC CURRENT
- RaidenSideKickTower3=DEADLY STRIKE
- RaidenSideKickTower4=ELECTROCUTED
- RaidenSideKickTower5=SHOCKED
- ScorpionSideKickTower1=FIRE PITS
- ScorpionSideKickTower2=ETERNAL FLAME
- ScorpionSideKickTower3=INFERNO
- ScorpionSideKickTower4=WILD FIRE
- ScorpionSideKickTower5=TURN TO ASH
- ShaoKahnSideKickTower1=INVASION FORCE
- ShaoKahnSideKickTower2=THRONEBREAKERS
- ShaoKahnSideKickTower3=WEIGHT OF RULE
- ShaoKahnSideKickTower4=LEAD FROM THE FRONT
- ShaoKahnSideKickTower5=CROWN OF WAR
- SkarletSideKickTower1=BLOOD TYPE MATCH
- SkarletSideKickTower2=O POSITIVE
- SkarletSideKickTower3=TRANSFUSED
- SkarletSideKickTower4=SHARED RITUAL
- SkarletSideKickTower5=BLOOD BOND
- SonyaSideKickTower1=FORM UP
- SonyaSideKickTower2=ASSAULT SQUAD
- SonyaSideKickTower3=COMMANDER'S GUARD
- SonyaSideKickTower4=CRUSH THE RESISTANCE
- SonyaSideKickTower5=STRIKE BACK
- SubZeroSideKickTower1=ENDLESS WINTER
- SubZeroSideKickTower2=ARCTIC WARRIOR
- SubZeroSideKickTower3=CHILLING OUT
- SubZeroSideKickTower4=COLD LOGIC
- SubZeroSideKickTower5=HEAT SINK
- TerminasSideKickTower1=BEAT THE BUZZER
- TerminasSideKickTower2=LAST SECOND
- TerminasSideKickTower3=EPOCH
- TerminasSideKickTower4=TIME BOMB
- TerminasSideKickTower5=BIG BANG
- BarakaSideKick2Tower1=BLOOD PRICE
- BarakaSideKick2Tower2=WARBAND
- BarakaSideKick2Tower3=FEAST OF FLESH
- BarakaSideKick2Tower4=SPOILS OF WAR
- BarakaSideKick2Tower5=BAND OF BROTHERS
- CassieSideKick2Tower1=GROUP SELFIE
- CassieSideKick2Tower2=ON FLEEK
- CassieSideKick2Tower3=POWER COUPLE
- CassieSideKick2Tower4=FAME AND FORTUNE
- CassieSideKick2Tower5=CELEBRITY FIGHTER
- CetrionSideKick2Tower1=NATURAL DISASTER
- CetrionSideKick2Tower2=TYPHOON
- CetrionSideKick2Tower3=TSUNAMI
- CetrionSideKick2Tower4=EARTHQUAKE
- CetrionSideKick2Tower5=EXTINCTION TOWER
- CyberFrostSideKick2Tower1=DEEP FREEZE WARRIOR
- CyberFrostSideKick2Tower2=KOLD KUTS
- CyberFrostSideKick2Tower3=WALK IN FREEZER
- CyberFrostSideKick2Tower4=PILLAR OF FROST
- CyberFrostSideKick2Tower5=FROZEN TO THE CORE
- DVorahSideKick2Tower1=WORKER DRONE
- DVorahSideKick2Tower2=HIVE DEFENDER
- DVorahSideKick2Tower3=EXOSKELETAL MOLTING
- DVorahSideKick2Tower4=INFECTION HOST
- DVorahSideKick2Tower5=QUEEN BEE
- ErronBlackSideKick2Tower1=HUNTER OF MEN
- ErronBlackSideKick2Tower2=THE MOST DANGEROUS GAME
- ErronBlackSideKick2Tower3=SPOTTER
- ErronBlackSideKick2Tower4=PRIME THE DETONATOR
- ErronBlackSideKick2Tower5=TRICK SHOOTER
- JacquiSideKick2Tower1=AMMO DUMP
- JacquiSideKick2Tower2=QUARTERMASTER DEPLOYMENT
- JacquiSideKick2Tower3=LOCK AND LOAD
- JacquiSideKick2Tower4=SQUADMATES
- JacquiSideKick2Tower5=REARMED
- JadeSideKick2Tower1=ASSASSIN'S MISDIRECTION
- JadeSideKick2Tower2=DEADLY GRACE
- JadeSideKick2Tower3=GUARDIAN'S FURY
- JadeSideKick2Tower4=LOYALTY BEYOND DEATH
- JadeSideKick2Tower5=STRENGTH IN MOURNING
- JaxSideKick2Tower1=VETERAN'S RUMBLE
- JaxSideKick2Tower2=BOXER'S ROADWORK
- JaxSideKick2Tower3=GOLDEN GLOVES
- JaxSideKick2Tower4=BRIGGS KOMBO
- JaxSideKick2Tower5=RIP AND TEAR
- CageSideKick2Tower1=HITTING THE TOWN
- CageSideKick2Tower2=CELEBRITY JOYRIDE
- CageSideKick2Tower3=PAPARAZZO BREAKER
- CageSideKick2Tower4=CHASE SCENE
- CageSideKick2Tower5=THATS A WRAP
- KabalSideKick2Tower1=SMOKE SCREEN
- KabalSideKick2Tower2=SPEED LIMIT
- KabalSideKick2Tower3=FULL TILT
- KabalSideKick2Tower4=BURNOUT
- KabalSideKick2Tower5=STEP ON IT
- KanoSideKick2Tower1=BACKSTABBERS
- KanoSideKick2Tower2=SELF PRESERVATION
- KanoSideKick2Tower3=SADISTIC PLEASURES
- KanoSideKick2Tower4=ARMS DEALING
- KanoSideKick2Tower5=ILLEGAL WEAPONS TECH
- KitanaSideKick2Tower1=ROYAL ARMORY
- KitanaSideKick2Tower2=MEMORIES OF THE DEAD
- KitanaSideKick2Tower3=RISING KINGDOM
- KitanaSideKick2Tower4=ARCHIVE OF ROYALTY
- KitanaSideKick2Tower5=RESTORE THE LINEAGE
- KollectorSideKick2Tower1=TREASURE HUNTERS
- KollectorSideKick2Tower2=LED TO RICHES
- KollectorSideKick2Tower3=TOWER OF GOLD
- KollectorSideKick2Tower4=SEALED VAULT
- KollectorSideKick2Tower5=ENDLESS WEALTH
- KotalSideKick2Tower1=WAR PARTY
- KotalSideKick2Tower2=ACTS OF WORSHIP
- KotalSideKick2Tower3=BLOOD RITES
- KotalSideKick2Tower4=TOTEMIC EFFIGY
- KotalSideKick2Tower5=OSH TEKK WARRIOR
- KungLaoSideKick2Tower1=WAY OF THE LOTUS
- KungLaoSideKick2Tower2=ANCESTOR'S REINFORCEMENT
- KungLaoSideKick2Tower3=LOTUS STORM
- KungLaoSideKick2Tower4=STOIC COMPANION
- KungLaoSideKick2Tower5=MEDITATIVE BREATHING
- LiuKangSideKick2Tower1=WEAVING STRIKES
- LiuKangSideKick2Tower2=BROTHER IN ARMS
- LiuKangSideKick2Tower3=EARTHREALM CHAMPION
- LiuKangSideKick2Tower4=REWRITE FATE
- LiuKangSideKick2Tower5=DRAGON GUARDIAN
- NoobSideKick2Tower1=GRASP OF THE DEAD
- NoobSideKick2Tower2=SHADOW SWARM
- NoobSideKick2Tower3=DARK TWIN
- NoobSideKick2Tower4=FALLEN SHINOBI
- NoobSideKick2Tower5=OBJECT OF HATE
- RaidenSideKick2Tower1=SHOUT TO THE HEAVENS
- RaidenSideKick2Tower2=THUNDER BEAST
- RaidenSideKick2Tower3=EYE OF THE STORM
- RaidenSideKick2Tower4=CHARGED BREATHING
- RaidenSideKick2Tower5=SPARK OF WISDOM
- ScorpionSideKick2Tower1=CONQUER VENGEANCE
- ScorpionSideKick2Tower2=LEGENDS OF THE CLAN
- ScorpionSideKick2Tower3=WHISPER OF MEMORY
- ScorpionSideKick2Tower4=BURNING WILL
- ScorpionSideKick2Tower5=PAIN OF HISTORY
- ShaoKahnSideKick2Tower1=THRONE OF SKULLS
- ShaoKahnSideKick2Tower2=PUT THE HAMMER DOWN
- ShaoKahnSideKick2Tower3=BRING ARMAGEDDON
- ShaoKahnSideKick2Tower4=TAKE THE REALMS
- ShaoKahnSideKick2Tower5=SERVE THE KAHN
- SkarletSideKick2Tower1=BLOOD RUNS FREELY
- SkarletSideKick2Tower2=PROFANE MAGICKS
- SkarletSideKick2Tower3=ARTERIAL SPRAY
- SkarletSideKick2Tower4=BATHED IN BLOOD
- SkarletSideKick2Tower5=BLOOD MOON
- SonyaSideKick2Tower1=WELL ARMED FORCES
- SonyaSideKick2Tower2=MATRIARCH'S DISCIPLINE
- SonyaSideKick2Tower3=CALL IN REINFORCEMENTS
- SonyaSideKick2Tower4=SPECIALIZED TEAM
- SonyaSideKick2Tower5=STRIKE FORCE
- SubZeroSideKick2Tower1=KOLD SHOULDER
- SubZeroSideKick2Tower2=ARCTIC BOON
- SubZeroSideKick2Tower3=FLASH FREEZE
- SubZeroSideKick2Tower4=EVERLASTING BLIZZARD
- SubZeroSideKick2Tower5=GRANDMASTER'S GUIDANCE
- TerminasSideKick2Tower1=TURNING POINT
- TerminasSideKick2Tower2=TICK TOCK
- TerminasSideKick2Tower3=COUNTDOWN
- TerminasSideKick2Tower4=HINDSIGHT
- TerminasSideKick2Tower5=LEARN FROM HISTORY
- AirstrikeLevel1=FLY BY
- AirstrikeLevel2=BOMBS AWAY
- AirstrikeLevel3=BOOM
- AirstrikeLevel4=TURNED TO RUBBLE
- AirstrikeLevel5=CARPET BOMB
- AirstrikeLevel6=CAN'T HIDE
- AcidRainLevel1=BURNING FLESH
- AcidRainLevel2=NASTY WEATHER
- AcidRainLevel3=CLIMATE CHANGE
- AcidRainLevel4=MELTING FLESH
- AcidRainLevel5=DEATH CLOUDS
- AcidRainLevel6=EATEN AWAY
- ArmorLevel1=PROTECTED
- ArmorLevel2=UNTOUCHABLE
- ArmorLevel3=SHIELDED
- ArmorLevel4=ARMORED
- ArmorLevel5=BACK UP
- ArmorLevel6=ALL POWERFUL
- BadDuckingLevel1=STAND AND FIGHT
- BadDuckingLevel2=HIGH RISE
- BadDuckingLevel3=EYE TO EYE
- BadDuckingLevel4=ON YOUR FEET
- BadDuckingLevel5=CHEST POUNDING
- BadDuckingLevel6=STARING CONTEST
- BadJumpingLevel1=POISON SKY
- BadJumpingLevel2=GROUNDED
- BadJumpingLevel3=AIR DEFENSES
- BadJumpingLevel4=STAND YOUR GROUND
- BadJumpingLevel5=STABLE FOOTING
- BadJumpingLevel6=NO FLY ZONE
- CyraxBombsLevel1=ROBOTS RULE
- CyraxBombsLevel2=ROLLING BOMBS
- CyraxBombsLevel3=EXPLOSIVE OUTCOME
- CyraxBombsLevel4=DANGER AHEAD
- CyraxBombsLevel5=CYBER BOMB
- CyraxBombsLevel6=ROLLING TROUBLE
- CoordinatesReceivedLevel1=LOCK ON SYSTEMS
- CoordinatesReceivedLevel2=HIGH ALTITUDE DEFENSE SYSTEM
- CoordinatesReceivedLevel3=HEAVEN'S HAMMER
- CoordinatesReceivedLevel4=PLANETARY DEFENSES
- CoordinatesReceivedLevel5=LONG DISTANCE DELIVERY
- CoordinatesReceivedLevel6=ARMS RACE
- BuffedUpLevel1=MAXIMUM POWER
- BuffedUpLevel2=VIM AND VIGOR
- BuffedUpLevel3=TURNT UP
- BuffedUpLevel4=ROID RAGE
- BuffedUpLevel5=BULK UP
- BuffedUpLevel6=MAXIMUM IMPACT
- BlockingDisabledLevel1=BROKEN SHIELD
- BlockingDisabledLevel2=BLIND TO PAIN
- BlockingDisabledLevel3=COURAGE IN BATTLE
- BlockingDisabledLevel4=CRUSHING STANCE
- BlockingDisabledLevel5=LAME DEFENDER
- BlockingDisabledLevel6=DEFENSELESS WARRIOR
- BleedingLevel1=EXSANGUINATE
- BleedingLevel2=THOUSAND CUTS
- BleedingLevel3=SLOW DEATH
- BleedingLevel4=DRAINING LIFEFORCE
- BleedingLevel5=SPRUNG A LEAK
- BleedingLevel6=INVOLUNTARY BLOOD DONATION
- BadSpecialLevel1=CORE FUNDAMENTALS
- BadSpecialLevel2=BASIC KATA
- BadSpecialLevel3=BACK TO BASICS
- BadSpecialLevel4=FIGHTER'S RHYTHM
- BadSpecialLevel5=BARE BONES
- BadSpecialLevel6=LEAN STYLE
- BadLowGroundLevel1=TAKE THE HIGH GROUND
- BadLowGroundLevel2=LOOKING DOWN
- BadLowGroundLevel3=STAND ABOVE
- BadLowGroundLevel4=SINKING FEELING
- BadLowGroundLevel5=WEIGHT OF SIN
- BadLowGroundLevel6=UPHILL BATTLE
- AcidPoolLevel1=VAT OF CORROSION
- AcidPoolLevel2=BURNING SWAMP
- AcidPoolLevel3=FLESH MELTER
- AcidPoolLevel4=HYDROCHLORIC TORTURE
- AcidPoolLevel5=CHEMICAL VOID
- AcidPoolLevel6=CHEMICAL BURNS
- FirePoolLevel1=MAGMA FLOES
- FirePoolLevel2=WHIRLING INFERNO
- FirePoolLevel3=SEA OF FLAMES
- FirePoolLevel4=EMBER TIDES
- FirePoolLevel5=ROARING WAVES
- FirePoolLevel6=BURNING TSUNAMI
- PillarsOfFlameLevel1=BURNING SPIRE
- PillarsOfFlameLevel2=TOWERING INFERNO
- PillarsOfFlameLevel3=BONFIRE
- PillarsOfFlameLevel4=SPEARS OF IGNIS
- PillarsOfFlameLevel5=MAGMA LANCE
- PillarsOfFlameLevel6=HELLFIRE ERUPTION
- PanningLasersLevel1=PHOTON EXCITER
- PanningLasersLevel2=CONCENTRATED LASER FIRE
- PanningLasersLevel3=LASER STRAFING
- PanningLasersLevel4=FOCUSED DESTRUCTION
- PanningLasersLevel5=ORBITAL DOOM
- PanningLasersLevel6=FIRES OF HEAVEN
- FallingBombsLevel1=BLARING SIRENS
- FallingBombsLevel2=HIGH EXPLOSIVE RAIN
- FallingBombsLevel3=DROPPING BOMBS
- FallingBombsLevel4=HIGH ALTITUDE BOMBERS
- FallingBombsLevel5=BUNKER BUSTERS
- FallingBombsLevel6=REPEATED SHELLING
- EarthquakeLevel1=EARLY RUMBLINGS
- EarthquakeLevel2=EARTHLY SHIVER
- EarthquakeLevel3=RICHTER SCALE BREAKER
- EarthquakeLevel4=FISSURE IN STONE
- EarthquakeLevel5=GREAT QUAKE
- EarthquakeLevel6=CATACLYSMIC RESHAPING
- DarkKombatLevel1=AFRAID OF THE DARK
- DarkKombatLevel2=SUPERNATURAL TWILIGHT
- DarkKombatLevel3=LIGHT STEALER
- DarkKombatLevel4=SPUTTERING LIGHT
- DarkKombatLevel5=DEATH OF HOPE
- DarkKombatLevel6=FADE INTO NOTHING
- PoisonAuraLevel1=CAUSTIC PRESENCE
- PoisonAuraLevel2=DISSOLVING AIR
- PoisonAuraLevel3=UNWASHED MASSES
- PoisonAuraLevel4=MARK OF PLAGUE
- PoisonAuraLevel5=CLOYING DECAY
- PoisonAuraLevel6=PLAGUEBRINGER
- ElectricAuraLevel1=SHOCKING REVELATION
- ElectricAuraLevel2=CRACKLING CHARISMA
- ElectricAuraLevel3=STATIC CLING
- ElectricAuraLevel4=CHARGE BREACH
- ElectricAuraLevel5=STORM WITHIN
- ElectricAuraLevel6=HEART OF STORM
- ChaosAuraLevel1=MASS OF MADNESS
- ChaosAuraLevel2=LOCUS OF INSANITY
- ChaosAuraLevel3=PLANAR BREACH
- ChaosAuraLevel4=GIFT OF THE FORGOTTEN
- ChaosAuraLevel5=MAW OF CHAOS
- ChaosAuraLevel6=CENTERPOINT OF DISRUPTION
- EnergyAuraLevel1=ENERGIZED PRESENCE
- EnergyAuraLevel2=GLOW OF POWER
- EnergyAuraLevel3=SHINING WARRIOR
- EnergyAuraLevel4=BEACON OF ENERGY
- EnergyAuraLevel5=BOUNDLESS CHARISMA
- EnergyAuraLevel6=DOMINATING WILL
- MagicAuraLevel1=ARCANIST'S GIFT
- MagicAuraLevel2=ARCANE INITIATIVE
- MagicAuraLevel3=SIGILS OF POWER
- MagicAuraLevel4=ENCHANTED GARMENTS
- MagicAuraLevel5=MYSTIC CONSTITUTION
- MagicAuraLevel6=AUGER'S CONVOCATION
- DarkAuraLevel1=STENCH OF DEATH
- DarkAuraLevel2=EVIL INCARNATE
- DarkAuraLevel3=VILE SPIRIT
- DarkAuraLevel4=CRUSHING DESPAIR
- DarkAuraLevel5=TENDRILS FROM BEYOND
- DarkAuraLevel6=LIVING SHADOWS
- BloodAuraLevel1=WHIRLING BLOOD
- BloodAuraLevel2=BLOODY CASCADE
- BloodAuraLevel3=SANGUINE SPIRIT
- BloodAuraLevel4=TRANSFUSING STORM
- BloodAuraLevel5=SPLATTER ZONE
- BloodAuraLevel6=VISCERA MASTER
- IceAuraLevel1=CHILLING PRESENCE
- IceAuraLevel2=HARSH WINDS
- IceAuraLevel3=CHILL TO THE BONE
- IceAuraLevel4=POLAR VORTEX
- IceAuraLevel5=SNAP FREEZE
- IceAuraLevel6=BLACK ICE
- FireAuraLevel1=CORE OF FLAME
- FireAuraLevel2=HEART OF MAGMA
- FireAuraLevel3=BACKDRAFT
- FireAuraLevel4=ERUPTING SPIRIT
- FireAuraLevel5=HELLFLAME TAINT
- FireAuraLevel6=GIFT OF IGNIS
- PoisonFloorLevel1=CORROSIVE PATH
- PoisonFloorLevel2=DECAYING TRAIL
- PoisonFloorLevel3=SWAMPWALKING
- PoisonFloorLevel4=PATH OF PAIN
- PoisonFloorLevel5=CONSUMING BOG
- PoisonFloorLevel6=ACIDIC SWAMP
- FireFloorLevel1=
- FireFloorLevel2=
- FireFloorLevel3=
- FireFloorLevel4=
- FireFloorLevel5=
- FireFloorLevel6=
- IceFloorLevel1=
- IceFloorLevel2=
- IceFloorLevel3=
- IceFloorLevel4=
- IceFloorLevel5=
- IceFloorLevel6=
- MagicFloorLevel1=
- MagicFloorLevel2=
- MagicFloorLevel3=
- MagicFloorLevel4=
- MagicFloorLevel5=
- MagicFloorLevel6=
- ChaosFloorLevel1=
- ChaosFloorLevel2=
- ChaosFloorLevel3=
- ChaosFloorLevel4=
- ChaosFloorLevel5=
- ChaosFloorLevel6=
- DarkFloorLevel1=
- DarkFloorLevel2=
- DarkFloorLevel3=
- DarkFloorLevel4=
- DarkFloorLevel5=
- DarkFloorLevel6=
- ElectricFloorLevel1=
- ElectricFloorLevel2=
- ElectricFloorLevel3=
- ElectricFloorLevel4=
- ElectricFloorLevel5=
- ElectricFloorLevel6=
- BloodFloorLevel1=
- BloodFloorLevel2=
- BloodFloorLevel3=
- BloodFloorLevel4=
- BloodFloorLevel5=
- BloodFloorLevel6=
- EnergyFloorLevel1=
- EnergyFloorLevel2=
- EnergyFloorLevel3=
- EnergyFloorLevel4=
- EnergyFloorLevel5=
- EnergyFloorLevel6=
- PoisonRocketsLevel1=
- PoisonRocketsLevel2=
- PoisonRocketsLevel3=
- PoisonRocketsLevel4=
- PoisonRocketsLevel5=
- PoisonRocketsLevel6=
- FireRocketsLevel1=
- FireRocketsLevel2=
- FireRocketsLevel3=
- FireRocketsLevel4=
- FireRocketsLevel5=
- FireRocketsLevel6=
- IceRocketsLevel1=
- IceRocketsLevel2=
- IceRocketsLevel3=
- IceRocketsLevel4=
- IceRocketsLevel5=
- IceRocketsLevel6=
- MagicRocketsLevel1=
- MagicRocketsLevel2=
- MagicRocketsLevel3=
- MagicRocketsLevel4=
- MagicRocketsLevel5=
- MagicRocketsLevel6=
- ChaosRocketsLevel1=
- ChaosRocketsLevel2=
- ChaosRocketsLevel3=
- ChaosRocketsLevel4=
- ChaosRocketsLevel5=
- ChaosRocketsLevel6=
- DarkRocketsLevel1=
- DarkRocketsLevel2=
- DarkRocketsLevel3=
- DarkRocketsLevel4=
- DarkRocketsLevel5=
- DarkRocketsLevel6=
- ElectricRocketsLevel1=
- ElectricRocketsLevel2=
- ElectricRocketsLevel3=
- ElectricRocketsLevel4=
- ElectricRocketsLevel5=
- ElectricRocketsLevel6=
- BloodRocketsLevel1=
- BloodRocketsLevel2=
- BloodRocketsLevel3=
- BloodRocketsLevel4=
- BloodRocketsLevel5=
- BloodRocketsLevel6=
- EnergyRocketsLevel1=
- EnergyRocketsLevel2=
- EnergyRocketsLevel3=
- EnergyRocketsLevel4=
- EnergyRocketsLevel5=
- EnergyRocketsLevel6=
- PoisonFistsLevel1=
- PoisonFistsLevel2=
- PoisonFistsLevel3=
- PoisonFistsLevel4=
- PoisonFistsLevel5=
- PoisonFistsLevel6=
- FireFistsLevel1=
- FireFistsLevel2=
- FireFistsLevel3=
- FireFistsLevel4=
- FireFistsLevel5=
- FireFistsLevel6=
- IceFistsLevel1=
- IceFistsLevel2=
- IceFistsLevel3=
- IceFistsLevel4=
- IceFistsLevel5=
- IceFistsLevel6=
- MagicFistsLevel1=
- MagicFistsLevel2=
- MagicFistsLevel3=
- MagicFistsLevel4=
- MagicFistsLevel5=
- MagicFistsLevel6=
- ChaosFistsLevel1=
- ChaosFistsLevel2=
- ChaosFistsLevel3=
- ChaosFistsLevel4=
- ChaosFistsLevel5=
- ChaosFistsLevel6=
- DarkFistsLevel1=
- DarkFistsLevel2=
- DarkFistsLevel3=
- DarkFistsLevel4=
- DarkFistsLevel5=
- DarkFistsLevel6=
- ElectricFistsLevel1=
- ElectricFistsLevel2=
- ElectricFistsLevel3=
- ElectricFistsLevel4=
- ElectricFistsLevel5=
- ElectricFistsLevel6=
- BloodFistsLevel1=
- BloodFistsLevel2=
- BloodFistsLevel3=
- BloodFistsLevel4=
- BloodFistsLevel5=
- BloodFistsLevel6=
- EnergyFistsLevel1=
- EnergyFistsLevel2=
- EnergyFistsLevel3=
- EnergyFistsLevel4=
- EnergyFistsLevel5=
- EnergyFistsLevel6=
- PoisonStormLevel1=
- PoisonStormLevel2=
- PoisonStormLevel3=
- PoisonStormLevel4=
- PoisonStormLevel5=
- PoisonStormLevel6=
- FireStormLevel1=
- FireStormLevel2=
- FireStormLevel3=
- FireStormLevel4=
- FireStormLevel5=
- FireStormLevel6=
- IceStormLevel1=
- IceStormLevel2=
- IceStormLevel3=
- IceStormLevel4=
- IceStormLevel5=
- IceStormLevel6=
- MagicStormLevel1=
- MagicStormLevel2=
- MagicStormLevel3=
- MagicStormLevel4=
- MagicStormLevel5=
- MagicStormLevel6=
- ChaosStormLevel1=
- ChaosStormLevel2=
- ChaosStormLevel3=
- ChaosStormLevel4=
- ChaosStormLevel5=
- ChaosStormLevel6=
- DarkStormLevel1=
- DarkStormLevel2=
- DarkStormLevel3=
- DarkStormLevel4=
- DarkStormLevel5=
- DarkStormLevel6=
- ElectricStormLevel1=
- ElectricStormLevel2=
- ElectricStormLevel3=
- ElectricStormLevel4=
- ElectricStormLevel5=
- ElectricStormLevel6=
- BloodStormLevel1=
- BloodStormLevel2=
- BloodStormLevel3=
- BloodStormLevel4=
- BloodStormLevel5=
- BloodStormLevel6=
- EnergyStormLevel1=
- EnergyStormLevel2=
- EnergyStormLevel3=
- EnergyStormLevel4=
- EnergyStormLevel5=
- EnergyStormLevel6=
- CyraxAssist2Level1=
- CyraxAssist2Level2=
- CyraxAssist2Level3=
- CyraxAssist2Level4=
- CyraxAssist2Level5=
- CyraxAssist2Level6=
- CyraxAssist2Level6=
- CyraxAssistLevel1=
- CyraxAssistLevel2=
- CyraxAssistLevel3=
- CyraxAssistLevel4=
- CyraxAssistLevel5=
- CyraxAssistLevel6=
- CyraxAssistLevel6=
- BoRaiChoAssistLevel1=
- BoRaiChoAssistLevel2=
- BoRaiChoAssistLevel3=
- BoRaiChoAssistLevel4=
- BoRaiChoAssistLevel5=
- BoRaiChoAssistLevel6=
- ShinnokAssistLevel1=
- ShinnokAssistLevel2=
- ShinnokAssistLevel3=
- ShinnokAssistLevel4=
- ShinnokAssistLevel5=
- ShinnokAssistLevel6=
- ReptileAssistLevel1=
- ReptileAssistLevel2=
- ReptileAssistLevel3=
- ReptileAssistLevel4=
- ReptileAssistLevel5=
- ReptileAssistLevel6=
- RainAssistLevel1=SICKLES AND PUDDLES
- RainAssistLevel2=BUBBLING UP
- RainAssistLevel3=ANGRY RAIN
- RainAssistLevel4=FOR DRIZZLE
- RainAssistLevel5=WASHED UP
- RainAssistLevel6=CAN'T RAIN ALL THE TIME
- ErmacAssistLevel1=
- ErmacAssistLevel2=
- ErmacAssistLevel3=
- ErmacAssistLevel4=
- ErmacAssistLevel5=
- ErmacAssistLevel6=
- HsuHaoAssistLevel1=
- HsuHaoAssistLevel2=
- HsuHaoAssistLevel3=
- HsuHaoAssistLevel4=
- HsuHaoAssistLevel5=
- HsuHaoAssistLevel6=
- KenshiAssistLevel1=ANCESTRAL STRENGTH
- KenshiAssistLevel2=CALLING THE DEMON
- KenshiAssistLevel3=FAMILY VALUES
- KenshiAssistLevel4=CAPTURED SPIRIT
- KenshiAssistLevel5=STRUGGLING
- KenshiAssistLevel6=NO LONGER BLIND
- HydroAssistLevel1=
- HydroAssistLevel2=
- HydroAssistLevel3=
- HydroAssistLevel4=
- HydroAssistLevel5=
- HydroAssistLevel6=
- KungJinAssistLevel1=
- KungJinAssistLevel2=
- KungJinAssistLevel3=
- KungJinAssistLevel4=
- KungJinAssistLevel5=
- KungJinAssistLevel6=
- MeatAssistLevel1=
- MeatAssistLevel2=
- MeatAssistLevel3=
- MeatAssistLevel4=
- MeatAssistLevel5=
- MeatAssistLevel6=
- MileenaAssistLevel1=
- MileenaAssistLevel2=
- MileenaAssistLevel3=
- MileenaAssistLevel4=
- MileenaAssistLevel5=
- MileenaAssistLevel6=
- NitaraAssistLevel1=
- NitaraAssistLevel2=
- NitaraAssistLevel3=
- NitaraAssistLevel4=
- NitaraAssistLevel5=
- NitaraAssistLevel6=
- OnyxAssistLevel1=
- OnyxAssistLevel2=
- OnyxAssistLevel3=
- OnyxAssistLevel4=
- OnyxAssistLevel5=
- OnyxAssistLevel6=
- QuanChiAssistLevel1=
- QuanChiAssistLevel2=
- QuanChiAssistLevel3=
- QuanChiAssistLevel4=
- QuanChiAssistLevel5=
- QuanChiAssistLevel6=
- ReikoAssistLevel1=
- ReikoAssistLevel2=
- ReikoAssistLevel3=
- ReikoAssistLevel4=
- ReikoAssistLevel5=
- ReikoAssistLevel6=
- SektorAssistLevel1=
- SektorAssistLevel2=
- SektorAssistLevel3=
- SektorAssistLevel4=
- SektorAssistLevel5=
- SektorAssistLevel6=
- SmokeAssistLevel1=
- SmokeAssistLevel2=
- SmokeAssistLevel3=
- SmokeAssistLevel4=
- SmokeAssistLevel5=
- SmokeAssistLevel6=
- TakedaAssistLevel1=
- TakedaAssistLevel2=
- TakedaAssistLevel3=
- TakedaAssistLevel4=
- TakedaAssistLevel5=
- TakedaAssistLevel6=
- TanyaAssistLevel1=
- TanyaAssistLevel2=
- TanyaAssistLevel3=
- TanyaAssistLevel4=
- TanyaAssistLevel5=
- TanyaAssistLevel6=
- TremorAssistLevel1=ROCK BUBBLES
- TremorAssistLevel2=ROCK BOTTOM
- TremorAssistLevel3=
- TremorAssistLevel4=
- TremorAssistLevel5=
- TremorAssistLevel6=MOTHER NATURE'S WRATH
- ShaolinLiuKang=FINDING MY PLACE
- ShaolinKungLao=FOR THE SHAOLIN
- ShaolinKungLiu1=TEAM UP
- ShaolinKungLiu2=ARE YOU OKAY
- ShaolinKungLiu3=EARTHREALM'S GREATEST CHALLENGE
- EnduranceSonyaTower=AT EASE
- AllForOneTestTowers=THE GAUNLET
- SubScorpionEndurance=YOUR'E NEXT
- CageFamilyEndurance=CAGE FAMILY
- NitaraAssist=BLOOD BATS
- MkDayScorpionTower=ARMORED UP
- MkDayBarakaTower=BLOODY MESS
- MkDaySubZeroTower=KOLD CHILL
- MkDaySkarletTower=THE TASTE OF BLOOD
- MkDayTerminasTower=TURNING BACK TIME
- MkDayRaidenTower=STEP BEFORE A GOD
- ;All For One Boss Fights
- ScorpionBossAllForOne=
- JadeBossAllForOne=
- SubZeroBossAllForOne=
- BarakaBossAllForOne=
- CassieBossAllForOne=
- DVorahBossAllForOne=
- SkarletBossAllForOne=
- RaidenBossAllForOne=
- KungLaoBossAllForOne=
- LiuKangBossAllForOne=
- KabalBossAllForOne=
- KanoBossAllForOne=
- KronikaLadderBoss_BossOnly=
- ;Generic All for One Bosses
- ScorpionGenericAllForOne_1=ENGULF IN FLAMES
- SubZeroGenericAllForOne_1=
- SkarletGenericAllForOne_1=
- RaidenGenericAllForOne_1=
- BarakaGenericAllForOne_1=
- CassieGenericAllForOne_1=
- SonyaGenericAllForOne_1=
- TerminasGenericAllForOne_1=
- DvorahGenericAllForOne_1=
- KabalGenericAllForOne_1=
- [Ladder.Description]
- Beta=A Klassic Mortal Kombat Tower against a series of random opponents.
- Tutorial1=First tutorial tower description
- Tutorial2=Second tutorial tower description
- Tutorial3=Third tutorial tower description
- Tutorial4=Fourth tutorial tower description
- Default=Default Ladder Description
- Default2=Default Ladder Description
- Default3=Default Ladder Description
- Default4=Default Ladder Description
- Default5=Default Ladder Description
- Default6=Default Ladder Description
- Default7=Default Ladder Description
- Default8=Default Ladder Description
- ShowBuild=A Klassic Mortal Kombat Tower against a series of random opponents.
- TagAssist=Tag Assist Description
- TestOne=Ladder One Description
- TestTwo=Ladder Two Description
- TestThree=Ladder Three Description
- Novice=Battle Against 5 Opponents.
- Warrior=Battle Against 8 Opponents.
- Champion=Battle Against 12 Opponents.
- Survivor=Survive A Series Of Battles With Health Carrying Over From Each Match.
- Endless=Defeat As Many Opponents In A Row Without A Loss.
- BurnBadSpecial=She Is Trying To Keep You From Using Any Special Abilities.
- BurnLightningStrike=
- Debug=This is the exciting Debug Tower. Get Hype!!!
- DebugTagTeam_PlayerVsAITag=This is the exciting Tag Debug Tower. Get Hype!!!
- DebugTagTeam_PlayerTagVsAI=This is the exciting Super Tag Debug Tower. Get Hype!!!
- DebugEndurance=This is the exciting Endurance Debug Tower. Get Hype!!!
- BarakaSideKickTower1=Konsumables cannot be activated during the BLADED AND JADED Tower
- BarakaSideKickTower2=Konsumables cannot be activated during the SMELL OF BLOOD Tower
- BarakaSideKickTower3=Konsumables cannot be activated during the SURROUNDED BY DEATH Tower
- BarakaSideKickTower4=Konsumables cannot be activated during the FEASTING ON FLESH Tower
- BarakaSideKickTower5=Konsumables cannot be activated during the FINAL ENCOUNTER Tower
- CassieSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- CassieSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- CassieSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- CassieSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- CassieSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- CetrionSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- CetrionSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- CetrionSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- CetrionSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- CetrionSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- CyberFrostSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- CyberFrostSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- CyberFrostSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- CyberFrostSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- CyberFrostSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- DVorahSideKickTower1=Konsumables cannot be activated during the THE SWARM Tower
- DVorahSideKickTower2=Konsumables cannot be activated during the BUGGIN OUT Tower
- DVorahSideKickTower3=Konsumables cannot be activated during the INFESTED Tower
- DVorahSideKickTower4=Konsumables cannot be activated during the CREEPY CRAWLERS Tower
- DVorahSideKickTower5=Konsumables cannot be activated during the SWATTED Tower
- ErronBlackSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- ErronBlackSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- ErronBlackSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- ErronBlackSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- ErronBlackSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- JacquiSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- JacquiSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- JacquiSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- JacquiSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- JacquiSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- JadeSideKickTower1=Konsumables cannot be activated during the BETRAYAL Tower
- JadeSideKickTower2=Konsumables cannot be activated during the PROVEN WARRIOR Tower
- JadeSideKickTower3=Konsumables cannot be activated during the ROYAL GUARD Tower
- JadeSideKickTower4=Konsumables cannot be activated during the FATAL ATTRACTION Tower
- JadeSideKickTower5=Konsumables cannot be activated during the EDENIAN RESISTANCE Tower
- JaxSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- JaxSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- JaxSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- JaxSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- JaxSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- CageSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- CageSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- CageSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- CageSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- CageSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KabalSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KabalSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KabalSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KabalSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KabalSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KanoSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KanoSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KanoSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KanoSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KanoSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KitanaSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KitanaSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KitanaSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KitanaSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KitanaSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KollectorSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KollectorSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KollectorSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KollectorSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KollectorSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KotalSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KotalSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KotalSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KotalSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KotalSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- KungLaoSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- KungLaoSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- KungLaoSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- KungLaoSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- KungLaoSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- LiuKangSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- LiuKangSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- LiuKangSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- LiuKangSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- LiuKangSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- NoobSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- NoobSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- NoobSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- NoobSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- NoobSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- RaidenSideKickTower1=Konsumables cannot be activated during the LIGHTNING STORM Tower
- RaidenSideKickTower2=Konsumables cannot be activated during the ELECTRIC CURRENT Tower
- RaidenSideKickTower3=Konsumables cannot be activated during the DEADLY STRIKE Tower
- RaidenSideKickTower4=Konsumables cannot be activated during the ELECTROCUTED Tower
- RaidenSideKickTower5=Konsumables cannot be activated during the SHOCKED Tower
- ScorpionSideKickTower1=Konsumables cannot be activated during the FIRE PITS Tower
- ScorpionSideKickTower2=Konsumables cannot be activated during the ETERNAL FLAME Tower
- ScorpionSideKickTower3=Konsumables cannot be activated during the INFERNO Tower
- ScorpionSideKickTower4=Konsumables cannot be activated during the WILD FIRE Tower
- ScorpionSideKickTower5=Konsumables cannot be activated during the TURN TO ASH Tower
- ShaoKahnSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- ShaoKahnSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- ShaoKahnSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- ShaoKahnSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- ShaoKahnSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- SkarletSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- SkarletSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- SkarletSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- SkarletSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- SkarletSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- SonyaSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- SonyaSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- SonyaSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- SonyaSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- SonyaSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- SubZeroSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- SubZeroSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- SubZeroSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- SubZeroSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- SubZeroSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- TerminasSideKickTower1=Konsumables cannot be activated during the XXXXXXXX Tower
- TerminasSideKickTower2=Konsumables cannot be activated during the XXXXXXXX Tower
- TerminasSideKickTower3=Konsumables cannot be activated during the XXXXXXXX Tower
- TerminasSideKickTower4=Konsumables cannot be activated during the XXXXXXXX Tower
- TerminasSideKickTower5=Konsumables cannot be activated during the XXXXXXXX Tower
- AirstrikeLevel1=
- AirstrikeLevel2=
- AirstrikeLevel3=
- AirstrikeLevel4=
- AirstrikeLevel5=
- AirstrikeLevel6=
- AcidRainLevel1=
- AcidRainLevel2=
- AcidRainLevel3=
- AcidRainLevel4=
- AcidRainLevel5=
- AcidRainLevel6=
- ArmorLevel1=
- ArmorLevel2=
- ArmorLevel3=
- ArmorLevel4=
- ArmorLevel5=
- ArmorLevel6=
- BadDuckingLevel1=
- BadDuckingLevel2=
- BadDuckingLevel3=
- BadDuckingLevel4=
- BadDuckingLevel5=
- BadDuckingLevel6=
- BadJumpingLevel1=
- BadJumpingLevel2=
- BadJumpingLevel3=
- BadJumpingLevel4=
- BadJumpingLevel5=
- BadJumpingLevel6=
- CyraxBombsLevel1=
- CyraxBombsLevel2=
- CyraxBombsLevel3=
- CyraxBombsLevel4=
- CyraxBombsLevel5=
- CyraxBombsLevel6=
- CoordinatesReceivedLevel1=
- CoordinatesReceivedLevel2=
- CoordinatesReceivedLevel3=
- CoordinatesReceivedLevel4=
- CoordinatesReceivedLevel5=
- CoordinatesReceivedLevel6=
- BuffedUpLevel1=
- BuffedUpLevel2=
- BuffedUpLevel3=
- BuffedUpLevel4=
- BuffedUpLevel5=
- BuffedUpLevel6=
- BlockingDisabledLevel1=
- BlockingDisabledLevel2=
- BlockingDisabledLevel3=
- BlockingDisabledLevel4=
- BlockingDisabledLevel5=
- BlockingDisabledLevel6=
- BleedingLevel1=
- BleedingLevel2=
- BleedingLevel3=
- BleedingLevel4=
- BleedingLevel5=
- BleedingLevel6=
- BadSpecialLevel1=
- BadSpecialLevel2=
- BadSpecialLevel3=
- BadSpecialLevel4=
- BadSpecialLevel5=
- BadSpecialLevel6=
- BadLowGroundLevel1=
- BadLowGroundLevel2=
- BadLowGroundLevel3=
- BadLowGroundLevel4=
- BadLowGroundLevel5=
- BadLowGroundLevel6=
- AcidPoolLevel1=
- AcidPoolLevel2=
- AcidPoolLevel3=
- AcidPoolLevel4=
- AcidPoolLevel5=
- AcidPoolLevel6=
- FirePoolLevel1=
- FirePoolLevel2=
- FirePoolLevel3=
- FirePoolLevel4=
- FirePoolLevel5=
- FirePoolLevel6=
- PillarsOfFlameLevel1=
- PillarsOfFlameLevel2=
- PillarsOfFlameLevel3=
- PillarsOfFlameLevel4=
- PillarsOfFlameLevel5=
- PillarsOfFlameLevel6=
- PanningLasersLevel1=
- PanningLasersLevel2=
- PanningLasersLevel3=
- PanningLasersLevel4=
- PanningLasersLevel5=
- PanningLasersLevel6=
- FallingBombsLevel1=
- FallingBombsLevel2=
- FallingBombsLevel3=
- FallingBombsLevel4=
- FallingBombsLevel5=
- FallingBombsLevel6=
- EarthquakeLevel1=
- EarthquakeLevel2=
- EarthquakeLevel3=
- EarthquakeLevel4=
- EarthquakeLevel5=
- EarthquakeLevel6=
- DarkKombatLevel1=
- DarkKombatLevel2=
- DarkKombatLevel3=
- DarkKombatLevel4=
- DarkKombatLevel5=
- DarkKombatLevel6=
- PoisonAuraLevel1=
- PoisonAuraLevel2=
- PoisonAuraLevel3=
- PoisonAuraLevel4=
- PoisonAuraLevel5=
- PoisonAuraLevel6=
- ElectricAuraLevel1=
- ElectricAuraLevel2=
- ElectricAuraLevel3=
- ElectricAuraLevel4=
- ElectricAuraLevel5=
- ElectricAuraLevel6=
- ChaosAuraLevel1=
- ChaosAuraLevel2=
- ChaosAuraLevel3=
- ChaosAuraLevel4=
- ChaosAuraLevel5=
- ChaosAuraLevel6=
- EnergyAuraLevel1=
- EnergyAuraLevel2=
- EnergyAuraLevel3=
- EnergyAuraLevel4=
- EnergyAuraLevel5=
- EnergyAuraLevel6=
- MagicAuraLevel1=
- MagicAuraLevel2=
- MagicAuraLevel3=
- MagicAuraLevel4=
- MagicAuraLevel5=
- MagicAuraLevel6=
- DarkAuraLevel1=
- DarkAuraLevel2=
- DarkAuraLevel3=
- DarkAuraLevel4=
- DarkAuraLevel5=
- DarkAuraLevel6=
- BloodAuraLevel1=
- BloodAuraLevel2=
- BloodAuraLevel3=
- BloodAuraLevel4=
- BloodAuraLevel5=
- BloodAuraLevel6=
- IceAuraLevel1=
- IceAuraLevel2=
- IceAuraLevel3=
- IceAuraLevel4=
- IceAuraLevel5=
- IceAuraLevel6=
- FireAuraLevel1=
- FireAuraLevel2=
- FireAuraLevel3=
- FireAuraLevel4=
- FireAuraLevel5=
- FireAuraLevel6=
- PoisonFloorLevel1=
- PoisonFloorLevel2=
- PoisonFloorLevel3=
- PoisonFloorLevel4=
- PoisonFloorLevel5=
- PoisonFloorLevel6=
- FireFloorLevel1=
- FireFloorLevel2=
- FireFloorLevel3=
- FireFloorLevel4=
- FireFloorLevel5=
- FireFloorLevel6=
- IceFloorLevel1=
- IceFloorLevel2=
- IceFloorLevel3=
- IceFloorLevel4=
- IceFloorLevel5=
- IceFloorLevel6=
- MagicFloorLevel1=
- MagicFloorLevel2=
- MagicFloorLevel3=
- MagicFloorLevel4=
- MagicFloorLevel5=
- MagicFloorLevel6=
- ChaosFloorLevel1=
- ChaosFloorLevel2=
- ChaosFloorLevel3=
- ChaosFloorLevel4=
- ChaosFloorLevel5=
- ChaosFloorLevel6=
- DarkFloorLevel1=
- DarkFloorLevel2=
- DarkFloorLevel3=
- DarkFloorLevel4=
- DarkFloorLevel5=
- DarkFloorLevel6=
- ElectricFloorLevel1=
- ElectricFloorLevel2=
- ElectricFloorLevel3=
- ElectricFloorLevel4=
- ElectricFloorLevel5=
- ElectricFloorLevel6=
- BloodFloorLevel1=
- BloodFloorLevel2=
- BloodFloorLevel3=
- BloodFloorLevel4=
- BloodFloorLevel5=
- BloodFloorLevel6=
- EnergyFloorLevel1=
- EnergyFloorLevel2=
- EnergyFloorLevel3=
- EnergyFloorLevel4=
- EnergyFloorLevel5=
- EnergyFloorLevel6=
- PoisonRocketsLevel1=
- PoisonRocketsLevel2=
- PoisonRocketsLevel3=
- PoisonRocketsLevel4=
- PoisonRocketsLevel5=
- PoisonRocketsLevel6=
- FireRocketsLevel1=
- FireRocketsLevel2=
- FireRocketsLevel3=
- FireRocketsLevel4=
- FireRocketsLevel5=
- FireRocketsLevel6=
- IceRocketsLevel1=
- IceRocketsLevel2=
- IceRocketsLevel3=
- IceRocketsLevel4=
- IceRocketsLevel5=
- IceRocketsLevel6=
- MagicRocketsLevel1=
- MagicRocketsLevel2=
- MagicRocketsLevel3=
- MagicRocketsLevel4=
- MagicRocketsLevel5=
- MagicRocketsLevel6=
- ChaosRocketsLevel1=
- ChaosRocketsLevel2=
- ChaosRocketsLevel3=
- ChaosRocketsLevel4=
- ChaosRocketsLevel5=
- ChaosRocketsLevel6=
- DarkRocketsLevel1=
- DarkRocketsLevel2=
- DarkRocketsLevel3=
- DarkRocketsLevel4=
- DarkRocketsLevel5=
- DarkRocketsLevel6=
- ElectricRocketsLevel1=
- ElectricRocketsLevel2=
- ElectricRocketsLevel3=
- ElectricRocketsLevel4=
- ElectricRocketsLevel5=
- ElectricRocketsLevel6=
- BloodRocketsLevel1=
- BloodRocketsLevel2=
- BloodRocketsLevel3=
- BloodRocketsLevel4=
- BloodRocketsLevel5=
- BloodRocketsLevel6=
- EnergyRocketsLevel1=
- EnergyRocketsLevel2=
- EnergyRocketsLevel3=
- EnergyRocketsLevel4=
- EnergyRocketsLevel5=
- EnergyRocketsLevel6=
- PoisonFistsLevel1=
- PoisonFistsLevel2=
- PoisonFistsLevel3=
- PoisonFistsLevel4=
- PoisonFistsLevel5=
- PoisonFistsLevel6=
- FireFistsLevel1=
- FireFistsLevel2=
- FireFistsLevel3=
- FireFistsLevel4=
- FireFistsLevel5=
- FireFistsLevel6=
- IceFistsLevel1=
- IceFistsLevel2=
- IceFistsLevel3=
- IceFistsLevel4=
- IceFistsLevel5=
- IceFistsLevel6=
- MagicFistsLevel1=
- MagicFistsLevel2=
- MagicFistsLevel3=
- MagicFistsLevel4=
- MagicFistsLevel5=
- MagicFistsLevel6=
- ChaosFistsLevel1=
- ChaosFistsLevel2=
- ChaosFistsLevel3=
- ChaosFistsLevel4=
- ChaosFistsLevel5=
- ChaosFistsLevel6=
- DarkFistsLevel1=
- DarkFistsLevel2=
- DarkFistsLevel3=
- DarkFistsLevel4=
- DarkFistsLevel5=
- DarkFistsLevel6=
- ElectricFistsLevel1=
- ElectricFistsLevel2=
- ElectricFistsLevel3=
- ElectricFistsLevel4=
- ElectricFistsLevel5=
- ElectricFistsLevel6=
- BloodFistsLevel1=
- BloodFistsLevel2=
- BloodFistsLevel3=
- BloodFistsLevel4=
- BloodFistsLevel5=
- BloodFistsLevel6=
- EnergyFistsLevel1=
- EnergyFistsLevel2=
- EnergyFistsLevel3=
- EnergyFistsLevel4=
- EnergyFistsLevel5=
- EnergyFistsLevel6=
- PoisonStormLevel1=
- PoisonStormLevel2=
- PoisonStormLevel3=
- PoisonStormLevel4=
- PoisonStormLevel5=
- PoisonStormLevel6=
- FireStormLevel1=
- FireStormLevel2=
- FireStormLevel3=
- FireStormLevel4=
- FireStormLevel5=
- FireStormLevel6=
- IceStormLevel1=
- IceStormLevel2=
- IceStormLevel3=
- IceStormLevel4=
- IceStormLevel5=
- IceStormLevel6=
- MagicStormLevel1=
- MagicStormLevel2=
- MagicStormLevel3=
- MagicStormLevel4=
- MagicStormLevel5=
- MagicStormLevel6=
- ChaosStormLevel1=
- ChaosStormLevel2=
- ChaosStormLevel3=
- ChaosStormLevel4=
- ChaosStormLevel5=
- ChaosStormLevel6=
- DarkStormLevel1=
- DarkStormLevel2=
- DarkStormLevel3=
- DarkStormLevel4=
- DarkStormLevel5=
- DarkStormLevel6=
- ElectricStormLevel1=
- ElectricStormLevel2=
- ElectricStormLevel3=
- ElectricStormLevel4=
- ElectricStormLevel5=
- ElectricStormLevel6=
- BloodStormLevel1=
- BloodStormLevel2=
- BloodStormLevel3=
- BloodStormLevel4=
- BloodStormLevel5=
- BloodStormLevel6=
- EnergyStormLevel1=
- EnergyStormLevel2=
- EnergyStormLevel3=
- EnergyStormLevel4=
- EnergyStormLevel5=
- EnergyStormLevel6=
- CyraxAssist2Level1=
- CyraxAssist2Level2=
- CyraxAssist2Level3=
- CyraxAssist2Level4=
- CyraxAssist2Level5=
- CyraxAssist2Level6=
- CyraxAssistLevel1=
- CyraxAssistLevel2=
- CyraxAssistLevel3=
- CyraxAssistLevel4=
- CyraxAssistLevel5=
- CyraxAssistLevel6=
- BoRaiChoAssistLevel1=
- BoRaiChoAssistLevel2=
- BoRaiChoAssistLevel3=
- BoRaiChoAssistLevel4=
- BoRaiChoAssistLevel5=
- BoRaiChoAssistLevel6=
- ShinnokAssistLevel1=
- ShinnokAssistLevel2=
- ShinnokAssistLevel3=
- ShinnokAssistLevel4=
- ShinnokAssistLevel5=
- ShinnokAssistLevel6=
- ReptileAssistLevel1=
- ReptileAssistLevel2=
- ReptileAssistLevel3=
- ReptileAssistLevel4=
- ReptileAssistLevel5=
- ReptileAssistLevel6=
- RainAssistLevel1=
- RainAssistLevel2=
- RainAssistLevel3=
- RainAssistLevel4=
- RainAssistLevel5=
- RainAssistLevel6=
- ErmacAssistLevel1=
- ErmacAssistLevel2=
- ErmacAssistLevel3=
- ErmacAssistLevel4=
- ErmacAssistLevel5=
- ErmacAssistLevel6=
- HsuHaoAssistLevel1=
- HsuHaoAssistLevel2=
- HsuHaoAssistLevel3=
- HsuHaoAssistLevel4=
- HsuHaoAssistLevel5=
- HsuHaoAssistLevel6=
- KenshiAssistLevel1=
- KenshiAssistLevel2=
- KenshiAssistLevel3=
- KenshiAssistLevel4=
- KenshiAssistLevel5=
- KenshiAssistLevel6=
- HydroAssistLevel1=
- HydroAssistLevel2=
- HydroAssistLevel3=
- HydroAssistLevel4=
- HydroAssistLevel5=
- HydroAssistLevel6=
- KungJinAssistLevel1=
- KungJinAssistLevel2=
- KungJinAssistLevel3=
- KungJinAssistLevel4=
- KungJinAssistLevel5=
- KungJinAssistLevel6=
- MeatAssistLevel1=
- MeatAssistLevel2=
- MeatAssistLevel3=
- MeatAssistLevel4=
- MeatAssistLevel5=
- MeatAssistLevel6=
- MileenaAssistLevel1=
- MileenaAssistLevel2=
- MileenaAssistLevel3=
- MileenaAssistLevel4=
- MileenaAssistLevel5=
- MileenaAssistLevel6=
- NitaraAssistLevel1=
- NitaraAssistLevel2=
- NitaraAssistLevel3=
- NitaraAssistLevel4=
- NitaraAssistLevel5=
- NitaraAssistLevel6=
- OnyxAssistLevel1=
- OnyxAssistLevel2=
- OnyxAssistLevel3=
- OnyxAssistLevel4=
- OnyxAssistLevel5=
- OnyxAssistLevel6=
- QuanChiAssistLevel1=
- QuanChiAssistLevel2=
- QuanChiAssistLevel3=
- QuanChiAssistLevel4=
- QuanChiAssistLevel5=
- QuanChiAssistLevel6=
- ReikoAssistLevel1=
- ReikoAssistLevel2=
- ReikoAssistLevel3=
- ReikoAssistLevel4=
- ReikoAssistLevel5=
- ReikoAssistLevel6=
- SektorAssistLevel1=
- SektorAssistLevel2=
- SektorAssistLevel3=
- SektorAssistLevel4=
- SektorAssistLevel5=
- SektorAssistLevel6=
- SmokeAssistLevel1=
- SmokeAssistLevel2=
- SmokeAssistLevel3=
- SmokeAssistLevel4=
- SmokeAssistLevel5=
- SmokeAssistLevel6=
- TakedaAssistLevel1=
- TakedaAssistLevel2=
- TakedaAssistLevel3=
- TakedaAssistLevel4=
- TakedaAssistLevel5=
- TakedaAssistLevel6=
- TanyaAssistLevel1=
- TanyaAssistLevel2=
- TanyaAssistLevel3=
- TanyaAssistLevel4=
- TanyaAssistLevel5=
- TanyaAssistLevel6=
- TremorAssistLevel1=
- TremorAssistLevel2=
- TremorAssistLevel3=
- TremorAssistLevel4=
- TremorAssistLevel5=
- TremorAssistLevel6=
- ShaolinLiuKang=
- ShaolinKungLao=
- ShaolinKungLiu1=
- ShaolinKungLiu2=
- ShaolinKungLiu3=
- EnduranceSonyaTower=
- SubScorpionEndurance=Take on deadliest ninjas from the past and present.
- CageFamilyEndurance=The Cage Family is here to f#ck you up.
- NitaraAssist=Nitara has released life sucking Blood Bats into the realm.
- MkDayScorpionTower="Each opponent has Armor and Increased Health."
- MkDayBarakaTower="Vampiric Missiles spawn during the fight.\nNITARA'S GEMSTONE Konsumables can help."
- MkDaySubZeroTower="Sub Zero will assist during this Tower.\nSome Konsumables are not usable."
- MkDaySkarletTower="Blood Totems appear and drain Health.\nBreaking a Totem restores Health."
- MkDayTerminasTower="A Klassic Mortal Kombat Tower against a series of random opponents."
- MkDayRaidenTower="A series of battles featuring modifiers based on Klassic Mortal Kombat Characters."
- ;All For One Boss Fights
- ScorpionBossAllForOne=
- JadeBossAllForOne=
- SubZeroBossAllForOne=
- BarakaBossAllForOne=
- CassieBossAllForOne=
- DVorahBossAllForOne=
- SkarletBossAllForOne=
- RaidenBossAllForOne=
- KungLaoBossAllForOne=
- LiuKangBossAllForOne=
- KabalBossAllForOne=
- KanoBossAllForOne=
- KronikaLadderBoss_BossOnly=
- ;Generic All for One Bosses
- ScorpionGenericAllForOne_1=
- SubZeroGenericAllForOne_1=
- SkarletGenericAllForOne_1=
- RaidenGenericAllForOne_1=
- BarakaGenericAllForOne_1=
- CassieGenericAllForOne_1=
- SonyaGenericAllForOne_1=
- TerminasGenericAllForOne_1=
- DvorahGenericAllForOne_1=
- KabalGenericAllForOne_1=
- Test=yo yo yo this is test mon
- [Tutorial.HUB]
- Tutorial.Title=LEARN
- LessonPrompt={dbutton:%hs} PLAY LESSON
- ContinuePrompt="You currently have incomplete progress for this Lesson.\nWould you like to kontinue from the first incomplete Section?"
- ContinueOption=KONTINUE
- RestartOption=RESTART LESSON
- RewardsWarning=You are currently not connected to the Mortal Kombat 11 servers. You may kontinue your progress, but you will not receive your rewards until you reconnect to the servers.
- ; SECTION DETAILS
- Basics.Title=BASICS
- Basics.Desc="Players new to Mortal Kombat 11 should start\nhere to learn the fundamentals."
- Advanced.Title=ADVANCED
- Advanced.Desc="Once you understand the basics, explore advanced techniques\nand systems that give you more options in Kombat."
- Strategy.Title=STRATEGY
- Strategy.Desc="Build on techniques learned in previous lessons, examining\ntheir strengths, risks, and the best ways to use them."
- Character.Title=CHARACTER
- Character.Desc="An introduction to each of the Kombatants in Mortal Kombat 11.\nLearn about useful attacks, basic Kombos, and Special Moves."
- CharacterDisabled.Title=CHARACTER
- CharacterDisabled.Desc=KOMING SOON
- ; CATEGORY DETAILS
- Category.Basics.Title=BASIC TUTORIAL
- Category.Basics.Desc=
- Category.Adv_0.Title=ADVANCED OFFENSE
- Category.Adv_0.Desc=
- Category.Adv_1.Title=ADVANCED DEFENSE
- Category.Adv_1.Desc=
- Category.Adv_2.Title=FRAME DATA
- Category.Adv_2.Desc=
- Category.Str_0.Title=BUILDING KOMBOS
- Category.Str_0.Desc=
- Category.Str_1.Title=ADVANTAGE & PRESSURE
- Category.Str_1.Desc=
- Category.Str_2.Title=POSITIONING & RESOURCES
- Category.Str_2.Desc=
- Category.Character.Title=CHARACTER LESSONS
- Category.Character.Desc=
- Category.CharacterDisabled.Title=CHARACTER LESSONS
- Category.CharacterDisabled.Desc=KOMING SOON
- Empty.Title=
- Empty.Desc=
- ; LESSON DETAILS
- BasicsMovementAndAttacks.title=BASIC MOVEMENT AND ATTACKS
- BasicsMovementAndAttacks.desc=Learn the basics of moving and attacking.
- BlockingAndThrows.title=BLOCKING AND THROWS
- BlockingAndThrows.desc=Defend against strikes by Blocking. Throw to attack Blocking opponents.
- BasicInteracts.title=ENVIRONMENT INTERACTION
- BasicInteracts.desc=Use the environment to attack or evade your opponent.
- SpecialMovesAndStrings.title=SPECIAL MOVES AND KOMBO ATTACKS
- SpecialMovesAndStrings.desc=Execute a series of inputs to perform Special Moves and Kombo Attack Strings.
- FatalBlowsAndJustFrames.title=FATAL BLOWS AND AMPLIFIED SPECIAL MOVES
- FatalBlowsAndJustFrames.desc=Perform your character's most powerful attacks, at the cost of limited resources.
- BasicCombos.title=BASIC KOMBOS
- BasicCombos.desc=Combine different moves into a sequence of attacks to deal more damage.
- SpecialCancel.title=SPECIAL MOVE CANCELS
- SpecialCancel.desc=Kombo Basic Attacks into Special Moves to build longer Kombos with Special Move Cancels.
- JumpIns.title=JUMP IN ATTACKS
- JumpIns.desc=Use Jump In Attacks to start Kombos from the air.
- Hops.title=QUICK JUMPS
- Hops.desc=Use Quick Jumps to evade Low Attacks. Use Quick Jump Attack to perform a fast Overhead Attack.
- DashCancel.title=DASH CANCELS
- DashCancel.desc=Cut a Dash short with a Block, Attack, or Jump.
- BlockDamage.title=BLOCK DAMAGE
- BlockDamage.desc=Attacks cause a small amount of damage when Blocked.
- KrushingBlows.title=KRUSHING BLOWS
- KrushingBlows.desc=Meet specific konditions to perform more powerful versions of certain attacks.
- AdvBlocking.title=ADVANCED BLOCKING
- AdvBlocking.desc=Block a mix of fast Low Attacks and slower Overhead Attacks.
- Reversal.title=REVERSAL ATTACKS
- Reversal.desc=Perform a Special Move as a Reversal to start an attack immediately after you Block.
- Wakeup.title=GETUP
- Wakeup.desc=Use Getup Attacks, Getup Rolls, and Delayed Getup to avoid attacks as you recover from a Knockdown.
- AdvInteracts.title=ADVANCED INTERACTION
- AdvInteracts.desc=Modify Environment Interactions to change their behavior or add Armor.
- PerfectBlock.title=FLAWLESS BLOCK
- PerfectBlock.desc=Perfectly time a Block to reduce the Block Damage of an incoming attack.
- BlockAttacks.title=BLOCK ATTACKS
- BlockAttacks.desc=Perform powerful attacks to interrupt your opponent immediately after a Flawless Block.
- AirEscapes.title=BREAKAWAYS
- AirEscapes.desc=Spend your Defensive Gauge to Escape a Juggle Kombo.
- CornerCombos.title=KORNER KOMBOS
- CornerCombos.desc=Perform Kombos that are only possible when the opponent in is the Korner.
- ComboLimitations.title=KOMBO LIMITATIONS
- ComboLimitations.desc=Learn about systems that limit the length and damage of Kombos.
- ExtendingCombos.title=EXTENDING KOMBOS
- ExtendingCombos.desc=Extend the length of your Kombos with Juggles and Amplified attacks.
- ComboStarters.title=KOMBO STARTS
- ComboStarters.desc=Use different types of attacks to start the right Kombo in the right situation.
- ComboEnders.title=KOMBO ENDERS
- ComboEnders.desc=End Kombos with attacks that can give you a positional advantage or cause a Knockdown.
- FrameDataIntro.title=INTRO TO FRAME DATA
- FrameDataIntro.desc=An overview of the basic elements of Frame Data, including Start Up, Active, and Recovery Frames.
- HitAdv.title=HIT ADVANTAGE
- HitAdv.desc=Hit Advantage describes how soon each player can move after an attack Hits.
- BlockAdv.title=BLOCK ADVANTAGE
- BlockAdv.desc=Block Advantage describes how soon each player can move after an attack is Blocked.
- UnsafeAttacks.title=UNSAFE ATTACKS
- UnsafeAttacks.desc=Use Frame Data to determine which of your attacks leave you vulnerable if Blocked.
- SafeAttacks.title=SAFE ATTACKS
- SafeAttacks.desc=Use Frame Data to determine which of your attacks are safer to use if your opponent can Block.
- Punishing.title=PUNISHING
- Punishing.desc=Kounter attack your opponent when they perform an attack that is Unsafe on Block.
- HitConfirming.title=HIT CONFIRMING
- HitConfirming.desc=Safely use a Punishable attack in a Kombo by reacting when an opponent is hit by or Blocks a Kombo Attack.
- WakeupOffense.title=GETUP OFFENSE
- WakeupOffense.desc=Knockdown your opponent and attack as they get up when you have an advantage.
- WakeupDefense.title=GETUP DEFENSE
- WakeupDefense.desc=Learn options to defend yourself from an opponent that attacks as you get up after a Knockdown.
- BlockPressure.title=BLOCK PRESSURE
- BlockPressure.desc=Use knowledge of Frame Data to limit the opponent's options and keep them on defense when they Block your attacks.
- HitPressure.title=HIT PRESSURE
- HitPressure.desc=Use knowledge of Frame Data to apply Pressure after a successful hit.
- PressureDefense.title=PRESSURE DEFENSE
- PressureDefense.desc=Learn to defend and escape Pressure from an aggressive opponent.
- Zoning.title=ZONING
- Zoning.desc=Use Projectile Attacks to fight at long range and keep your opponent at a distance.
- CounterZoning.title=FIGHTING ZONERS
- CounterZoning.desc=Avoid Projectile Attacks and close in on Zoning opponents.
- Neutral.title=GROUNDED NEUTRAL
- Neutral.desc=Fight to control space with your attacks in Neutral situations, where no player has an immediate advantage.
- AntiAir.title=ANTI AIR
- AntiAir.desc=Interrupt opponents attempting to approach with a Jumping Attack.
- MeterManagement.title=GAUGE MANAGEMENT
- MeterManagement.desc=Spend your Offensive and Defensive Gauges wisely when facing a skilled opponent.
- SuperManagement.title=FATAL BLOW MANAGEMENT
- SuperManagement.desc=Use your Fatal Blow to help you win a match.
- CHAR_Baraka.CategoryTitle=BARAKA TUTORIALS
- BARAKA1.title=BLADE SPARK
- BARAKA1.desc=
- BARAKA2.title=BLADE CHARGE
- BARAKA2.desc=
- BARAKA3.title=WAR BANNER
- BARAKA3.desc=
- BARAKA4.title=OUTWORLD BASH
- BARAKA4.desc=
- BARAKA5.title=BLADE SWIPE
- BARAKA5.desc=
- BARAKA6.title=LEG CHOP
- BARAKA6.desc=
- BARAKA7.title=CUTTING LOSE
- BARAKA7.desc=
- BARAKA8.title=LUNGING BLADES
- BARAKA8.desc=
- BARAKA9.title=KNEE LUNGE
- BARAKA9.desc=
- CHAR_Cage.CategoryTitle=JOHNNY CAGE TUTORIALS
- Cage.title=Cage TITLE
- Cage.desc=Cage DESCRIPTION
- CHAR_Cassie.CategoryTitle=CASSIE TUTORIALS
- Cassie.title=Cassie TITLE
- Cassie.desc=Cassie DESCRIPTION
- CHAR_Cetrion.CategoryTitle=CETRION TUTORIALS
- Cetrion.title=Cetrion TITLE
- Cetrion.desc=Cetrion DESCRIPTION
- CHAR_CyberFrost.CategoryTitle=FROST TUTORIALS
- CyberFrost.title=Frost TITLE
- CyberFrost.desc=Frost DESCRIPTION
- CHAR_DVorah.CategoryTitle=D'VORAH TUTORIALS
- DVorah.title=D'Vorah TITLE
- DVorah.desc=D'Vorah DESCRIPTION
- CHAR_ErronBlack.CategoryTitle=ERRON BLACK TUTORIALS
- ErronBlack.title=ErronBlack TITLE
- ErronBlack.desc=ErronBlack DESCRIPTION
- CHAR_Jacqui.CategoryTitle=JACQUI TUTORIALS
- Jacqui.title=Jacqui TITLE
- Jacqui.desc=Jacqui DESCRIPTION
- CHAR_Jade.CategoryTitle=JADE TUTORIALS
- Jade1.title=RAZOR RANG
- Jade1.desc=
- Jade2.title=BLAZING NITRO KICK
- Jade2.desc=
- Jade3.title=DEADLY BUTTERFLY
- Jade3.desc=
- Jade4.title=DODGING SHADOWS
- Jade4.desc=
- Jade5.title=TEMPTATION
- Jade5.desc=
- Jade6.title=WIGGLE STICK
- Jade6.desc=
- Jade7.title=POLE STRIKE
- Jade7.desc=
- Jade8.title=POLL DANCE
- Jade8.desc=
- Jade9.title=EDENIAN RUSH
- Jade9.desc=
- Jade10.title=SIDE KICK
- Jade10.desc=
- CHAR_Jax.CategoryTitle=JAX TUTORIALS
- Jax1.title=GROUND POUND
- Jax1.desc=
- Jax2.title=THUMPER
- Jax2.desc=
- Jax3.title=ARM HEAT
- Jax3.desc=
- Jax4.title=GOTCHA GRAB
- Jax4.desc=
- Jax5.title=HEATING UP
- Jax5.desc=
- Jax6.title=HEAT MISSILE
- Jax6.desc=
- Jax7.title=AMBUSHED
- Jax7.desc=
- Jax8.title=SLEEP, BITCH
- Jax8.desc=
- Jax9.title=HEAD SLAMMER
- Jax9.desc=
- Jax10.title=GUR KNEE
- Jax10.desc=
- CHAR_Kabal.CategoryTitle=KABAL TUTORIALS
- Kabal1.title=NOMAD DASH
- Kabal1.desc=
- Kabal2.title=BUZZSAW
- Kabal2.desc=
- Kabal3.title=HOOK SLAM
- Kabal3.desc=
- Kabal4.title=SWINGING HOOKS
- Kabal4.desc=
- Kabal5.title=SWEEPING HOOKS
- Kabal5.desc=
- Kabal6.title=HOOK SWIPE
- Kabal6.desc=
- Kabal7.title=MAIMED AND MANGLED
- Kabal7.desc=
- Kabal8.title=EXTERMINATION SQUAD
- Kabal8.desc=
- Kabal9.title=LEFT FOR DEAD
- Kabal9.desc=
- CHAR_Kano.CategoryTitle=KANO TUTORIALS
- Kano1.title=BLADE TOSS
- Kano1.desc=
- Kano2.title=BLACK DRAGON BALL
- Kano2.desc=
- Kano3.title=DEADLY GRAZE
- Kano3.desc=
- Kano4.title=ENZIGURI
- Kano4.desc=
- Kano5.title=WHEEL KICK
- Kano5.desc=
- Kano6.title=TAKEDOWN
- Kano6.desc=
- Kano7.title=FIGJAM
- Kano7.desc=
- Kano8.title=FAIR SICK OF THE SAV
- Kano8.desc=
- CHAR_Kotal.CategoryTitle=KOTAL TUTORIALS
- Kotal.title=Kotal TITLE
- Kotal.desc=Kotal DESCRIPTION
- CHAR_KungLao.CategoryTitle=KUNG LAO TUTORIALS
- KungLao.title=KungLao TITLE
- KungLao.desc=KungLao DESCRIPTION
- CHAR_Kitana.CategoryTitle=KITANA TUTORIALS
- Kitana.title=Kitana TITLE
- Kitana.desc=Kitana DESCRIPTION
- CHAR_Kollector.CategoryTitle=KOLLECTOR TUTORIALS
- Kollector.title=Kollector TITLE
- Kollector.desc=Kollector DESCRIPTION
- CHAR_LiuKang.CategoryTitle=LIU KANG TUTORIALS
- LiuKang.title=LiuKang TITLE
- LiuKang.desc=LiuKang DESCRIPTION
- CHAR_Noob.CategoryTitle=NOOB TUTORIALS
- Noob.title=Noob TITLE
- Noob.desc=Noob DESCRIPTION
- CHAR_Raiden.CategoryTitle=RAIDEN TUTORIALS
- Raiden1.title=LIGHTNING BOLT
- Raiden1.desc=
- Raiden2.title=SUMMON LIGHTNING
- Raiden2.desc=
- Raiden3.title=LIGHTNING STRIKE
- Raiden3.desc=
- Raiden4.title=ELECTRIC FLY
- Raiden4.desc=
- Raiden5.title=HAMMER FISTS
- Raiden5.desc=
- Raiden6.title=POWER DISCHARGE
- Raiden6.desc=
- Raiden7.title=MASSIVE DESTRUCTION
- Raiden7.desc=
- Raiden8.title=OVERLOAD
- Raiden8.desc=
- Raiden9.title=MIGHT OF MORDULUS
- Raiden9.desc=
- Raiden10.title=HEAVY STORM
- Raiden10.desc=
- Raiden11.title=THUNDER KNEE
- Raiden11.desc=
- CHAR_Scorpion.CategoryTitle=SCORPION TUTORIALS
- Scorpion.title=Scorpion TITLE
- Scorpion.desc=Scorpion DESCRIPTION
- Scorpion1.title=HELL PORT
- Scorpion1.desc=
- Scorpion2.title=SPEAR
- Scorpion2.desc=
- Scorpion3.title=TORMENT
- Scorpion3.desc=
- Scorpion4.title=FALLING ASHES
- Scorpion4.desc=
- Scorpion5.title=GUT SLICE
- Scorpion5.desc=
- Scorpion6.title=DARK SOUL
- Scorpion6.desc=
- Scorpion7.title=FLIP KICK
- Scorpion7.desc=
- Scorpion8.title=RISING CUT
- Scorpion8.desc=
- Scorpion9.title=SOULLESS
- Scorpion9.desc=
- SCORPIONCOMBO1.title=TRIAL 1
- SCORPIONCOMBO1.desc=
- SCORPIONCOMBO2.title=TRIAL 2
- SCORPIONCOMBO2.desc=
- SCORPIONCOMBO3.title=TRIAL 3
- SCORPIONCOMBO3.desc=
- SCORPIONCOMBO4.title=TRIAL 4
- SCORPIONCOMBO4.desc=
- CHAR_ShaoKahn.CategoryTitle=SHAO KAHN TUTORIALS
- ShaoKahn.title=ShaoKahn TITLE
- ShaoKahn.desc=ShaoKahn DESCRIPTION
- CHAR_Skarlet.CategoryTitle=SKARLET TUTORIALS
- Skarlet1.title=BLOOD BALL
- Skarlet1.desc=
- Skarlet2.title=BLOODSHOT
- Skarlet2.desc=
- Skarlet3.title=BLOOD TENTACLE
- Skarlet3.desc=
- Skarlet4.title=BLOOD TRAIL
- Skarlet4.desc=
- Skarlet5.title=THE END IS NIGH
- Skarlet5.desc=
- Skarlet6.title=KOAGULATION
- Skarlet6.desc=
- Skarlet7.title=SCYTHE SLAM
- Skarlet7.desc=
- Skarlet8.title=REACHING WHIP
- Skarlet8.desc=
- Skarlet9.title=BLEEDING
- Skarlet9.desc=
- Skarlet10.title=SIMPLE SLAUGHTER
- Skarlet10.desc=
- Skarlet11.title=KRACK THE WHIP
- Skarlet11.desc=
- CHAR_Sonya.CategoryTitle=SONYA TUTORIALS
- Sonya1.title=ENERGY RINGS
- Sonya1.desc=
- Sonya2.title=LEG BREAKER
- Sonya2.desc=
- Sonya3.title=AIR CONTROL
- Sonya3.desc=
- Sonya4.title=OVERWATCH
- Sonya4.desc=
- Sonya5.title=SHOOT AND SCOOT
- Sonya5.desc=
- Sonya6.title=HOOAH
- Sonya6.desc=
- Sonya7.title=UNDER SIEGE
- Sonya7.desc=
- Sonya8.title=LAST PATROL
- Sonya8.desc=
- Sonya9.title=VENDETTA
- Sonya9.desc=
- CHAR_Subzero.CategoryTitle=SUB ZERO TUTORIALS
- Subzero1.title=SLIDE
- Subzero1.desc=
- Subzero2.title=ICEBALL
- Subzero2.desc=
- Subzero3.title=AXE BUSH
- Subzero3.desc=
- Subzero4.title=DOUBLE AXE SLAM
- Subzero4.desc=
- Subzero5.title=FROSTY
- Subzero5.desc=
- Subzero6.title=RISING AXE
- Subzero6.desc=
- Subzero7.title=BRUTAL KICK
- Subzero7.desc=
- CHAR_Terminas.CategoryTitle=GERAS TUTORIALS
- Terminas1.title=TEMPORAL ADVANTAGE
- Terminas1.desc=
- Terminas2.title=SAND TRAP
- Terminas2.desc=
- Terminas3.title=BIG FIST
- Terminas3.desc=
- Terminas4.title=TITAN TACKLE
- Terminas4.desc=
- Terminas5.title=DANGEROUS CHRONOLOGY
- Terminas5.desc=
- Terminas6.title=MATTER OF TIME
- Terminas6.desc=
- Terminas7.title=SHOULDER CHARGE
- Terminas7.desc=
- Terminas8.title=RIPPLE IN TIME
- Terminas8.desc=
- Terminas9.title=OUT OF TIME
- Terminas9.desc=
- CHAR_Kollector.CategoryTitle=KOLLECTOR TUTORIALS
- [Tutorial]
- ; Available color tags are [YEL], [LBL], [BLU], [RED], [GRN]
- FollowAlong=TRY TO MATCH THE BUTTON TIMING NOW
- TempDisabled=INPUT TEMPORARILY DISABLED
- DemoEnter={padButton:%hs} VIEW DEMO
- DemoExit={padButton:%hs} EXIT DEMO
- Windows.Hit=HIT
- Windows.Miss=MISS
- Windows.TimedOut="TOO\nLATE"
- Windows.WrongButton="WRONG\nBUTTON"
- Windows.TimeOut="TIMED\nOUT"
- Windows.Description.TimeOut="One of the attacks in your Kombo Attack did not start. You either pressed the wrong button, or you did not press the correct button fast enough.\nPress [Select] to see the correct timing."
- Windows.Description.Missed="You performed the Kombo Attack correctly, but you did not hit the opponent with each attack."
- Windows.Description.SpecialTimeout="You performed the Kombo Attack correctly, but the Special Move did not start. When Canceling, you can start inputting the Special Move as soon as you finish inputting the previous attack."
- Temp.Title=HERE'S A TITLE [FK][,][Away][+][FP][,][FP]
- Temp.Description="Aaaaand here's a description\n[FK][,][Towards][+][FP][,][Away][+][BK]"
- DebugDashForward=Dash [YEL]Forward[CLR]
- DebugDashBackward=Dash [LBL]Backward[CLR]
- DebugBlockString=[RED]Block[CLR] the string
- DebugComboString=[RED]away2[CLR] > [BLU]df1 ice ball[CLR] > [YEL]Dash Forward[CLR] > [GRN]attack1_2[CLR]
- DebugThinkingAI=No kondition to satisfy just fight the AI until you want to quit.
- DebugLoopingAI=Testing the AI command looping without and with resets.
- FatalityTutorialWelcome=Welcome to the Fatality Tutorial
- FatalityTutorialYes=DISABLE FATALITY TIMEOUT
- FatalityTutorialNo=ENABLE FATALITY TIMEOUT
- SpecialCancel_Format={command1:%s}, then {command2:%s} before Cage finishes his first Attack
- Tut_SpaceBreak=" -"
- Tut_CommaSpaceBreak="[,] -"
- Tut_CommaSpace="[,] "
- Tut_Comma="[,]"
- Tut_then=then
- Tut_delay=delay
- Tut_delayCap=Delay
- Tut_DelayThen=delay, then
- Tut_shortdelay=short delay
- Tut_Cancel=Cancel
- Tut_ThenSpecialMoveCancelInto=then Special Move Cancel into
- Tut_SpecialMoveCancelInto=Special Move Cancel into
- Tut_SpecialMoveCancel=Special Move Cancel
- Tut_CancelInto=Cancel into
- Tut_AfterLanding=after landing
- Tut_HoldTowards=Hold [Towards]
- Tut_HoldDown=Hold [Down]
- Tut_ThenHoldDown=then Hold [Down]
- Tut_HoldAway=Hold [Away]
- Tut_Block="Hold [R2]"
- Tut_LowBlock="Hold [Down] + [R2]"
- Tut_BlockThen="Block[,] then"
- Tut_ThenBlock=" then Hold [R2]"
- Tut_ThenLowBlock="then Hold [Down] + [R2]"
- Tut_JumpOver=[Up] or [TowardsUp]
- Tut_Immediately=Immediately
- Tut_Perform=Perform
- Tut_Enhance=Amplify
- Tut_WhileAirborne=while airborne
- Tut_WhileAirborneOpponent=while the opponent is airborne
- Tut_AsOpponentWakeup=as the opponent Gets Up.
- Tut_BeforeOpponentWakeup=before the opponent Gets Up.
- Tut_AsOpponentRolls=as the opponent Rolls.
- Tut_AsWakeup=as you get up
- Tut_AfterWakeup=immediately after getting up
- Tut_AfterRecover=immediately after you Recover
- Tut_PerformCombo_Desc=Perform the [YEL]Kombo[CLR].
- Tut_PerformCombo=Perform the Kombo.
- Basic_Movement_Desc="Welcome to [YEL]Mortal Kombat 11[CLR].\nLet's go over some basics before you enter the fight,\nstarting with movement."
- Basic_Movement_1="Basic Movement"
- Basic_Movement_2="Jump Movement"
- Basic_Movement_3="Basic Attacks"
- Basic_Movement_4="Duck Attacks"
- Basic_Movement_5="Jump Attacks"
- Basic_Movement_Input1=" "
- Basic_Movement_Quest_WalkForward="Step Forward: [Towards]"
- Basic_Movement_Quest_WalkBackward="Step Backward: [Away]"
- Basic_Movement_Quest_DashForward="Dash Forward: [Towards][Towards]"
- Basic_Movement_Quest_DashBackward="Dash Backward: [Away][Away]"
- Basic_Movement_Quest_Duck="Duck: Hold [Down]"
- Basic_Movement_Quest_JumpFwd="Jump Forward: [TowardsUp]"
- Basic_Movement_Quest_JumpBwd="Jump Backward: [AwayUp]"
- Basic_Movement_Quest_JumpUp="Jump Upward: Hold [Up]"
- Basic_Attacks_Quest_FP="Front Punch: [FP]"
- Basic_Attacks_Quest_BP="Back Punch: [BP]"
- Basic_Attacks_Quest_FK="Front Kick: [FK]"
- Basic_Attacks_Quest_BK="Back Kick: [BK]"
- Basic_Attacks_Quest_Duck_FP="Duck Front Punch: [Down][+][FP]"
- Basic_Attacks_Quest_Duck_BP="Duck Back Punch: [Down][+][BP]"
- Basic_Attacks_Quest_Duck_FK="Duck Front Kick: [Down][+][FK]"
- Basic_Attacks_Quest_Duck_BK="Duck Back Kick: [Down][+][BK]"
- Basic_Attacks_Quest_Jump_FP="Jumping Front Punch: [TowardsUp], then [FP] while airborne."
- Basic_Attacks_Quest_Jump_BP="Jumping Back Punch: [TowardsUp], then [BP] while airborne."
- Basic_Attacks_Quest_Jump_Kick="Jumping Kick: [TowardsUp], then [FK] or [BK] while airborne."
- Basic_Movement_WalkForward=Step Forward
- Basic_Movement_WalkForward_Input="[Towards]"
- Basic_Movement_WalkBackward=Step Backward
- Basic_Movement_WalkBackward_Input="[Away]"
- Basic_Movement_DashFwd=Dash Forward
- Basic_Movement_DashFwd_Input="[Towards][Towards]"
- Basic_Movement_DashBwd="Dash Backward"
- Basic_Movement_DashBwd_Input="[Away][Away]"
- Basic_Movement_Duck=Duck
- Basic_Movement_Duck_Input="Hold [Down]"
- Basic_Movement_JumpUp=Jump Upward
- Basic_Movement_JumpUp_Input="Hold [Up]"
- Basic_Movement_JumpFwd=Jump Forward
- Basic_Movement_JumpFwd_Input="[TowardsUp]"
- Basic_Movement_JumpBwd=Jump Backward
- Basic_Movement_JumpBwd_Input="[AwayUp]"
- Basic_Attacks_Desc="Next, familiarize yourself with your [YEL]Basic Attacks[CLR]."
- Basic_Attacks_FP=Front Punch
- Basic_Attacks_FP_Input="[FP]"
- Basic_Attacks_BP=Back Punch
- Basic_Attacks_BP_Input="[BP]"
- Basic_Attacks_FK=Front Kick
- Basic_Attacks_FK_Input="[FK]"
- Basic_Attacks_BK=Back Kick
- Basic_Attacks_BK_Input="[BK]"
- Basic_Attacks_Duck_FP=Duck Front Punch
- Basic_Attacks_Duck_Hold_FP_Input="Hold [Down][+][FP]"
- Basic_Attacks_Duck_BP=Duck Back Punch
- Basic_Attacks_Duck_Hold_BP_Input="Hold [Down][+][BP]"
- Basic_Attacks_Duck_FK=Duck Front Kick
- Basic_Attacks_Duck_Hold_FK_Input="Hold [Down][+][FK]"
- Basic_Attacks_Duck_BK=Duck Back Kick
- Basic_Attacks_Duck_Hold_BK_Input="Hold [Down][+][BK]"
- Basic_Attacks_Duck_FP_Input="[Down][+][FP]"
- Basic_Attacks_Duck_BP_Input="[Down][+][BP]"
- Basic_Attacks_Duck_FK_Input="[Down][+][FK]"
- Basic_Attacks_Duck_BK_Input="[Down][+][BK]"
- Basic_Attacks_Jump_FP="Jumping Front Punch"
- Basic_Attacks_Jump_FP_Input="[TowardsUp], then [FP] while airborne."
- Basic_Attacks_Jump_BP="Jumping Back Punch"
- Basic_Attacks_Jump_BP_Input="[TowardsUp], then [BP] while airborne."
- Basic_Attacks_Jump_Kick="Jumping Kick"
- Basic_Attacks_Jump_Kick_Input="[TowardsUp], then [FK] or [BK] while airborne."
- Basic_Attacks_Jump_Hold_Up_FP_Input="Hold [Up][,] [FP]"
- Basic_Attacks_Jump_Hold_Up_BP_Input="Hold [Up][,] [BP]"
- Basic_Dir_Attack_Desc="Hold [Away] or [Towards] while executing some\n[YEL]Basic Attacks[CLR] to perform a wider range of attacks."
- Basic_Blocking_Desc1="[YEL]Blocking[CLR] is your most basic defensive technique, significantly\nreducing the damage you take from the opponent's attacks."
- Basic_Blocking_Desc2="[YEL]Mid Attacks[CLR] are the most common type of attack, targeting a character's midsection.\n[YEL]Mid Attacks[CLR] can be [YEL]Blocked[CLR] while [YEL]Standing[CLR] or [YEL]Ducking[CLR]."
- Basic_Blocking_Desc3="[YEL]Low Attacks[CLR] target the feet or lower body, hitting [YEL]Standing[CLR] characters that are [YEL]Blocking[CLR].\nYou can only [YEL]Block[CLR] a [YEL]Low Attack[CLR] if you are [YEL]Ducking[CLR]."
- Basic_Blocking_Desc4="[YEL]High Attacks[CLR] target the head or upper body.\nWhile [YEL]High Attacks[CLR] can be [YEL]Blocked[CLR] when [YEL]Standing[CLR] or [YEL]Ducking[CLR],\nthey can be evaded entirely by [YEL]Ducking[CLR] without [YEL]Blocking[CLR]."
- Basic_Blocking_Desc5="[YEL]Overhead Attacks[CLR] strike downward from above to hit\n[YEL]Ducking[CLR] characters that are [YEL]Blocking[CLR]. You can only\n[YEL]Block[CLR] an [YEL]Overhead Attack[CLR] if you are [YEL]Standing[CLR]."
- Basic_Blocking_Desc6="Your opponents will attempt to mix [YEL]Low Attacks[CLR]\nand [YEL]Overhead Attacks[CLR] to get past your defense."
- Basic_Blocking_Desc7="If your opponent is [YEL]Blocking[CLR] your attacks while [YEL]Standing[CLR],\nhit them with a [YEL]Low Attack[CLR]."
- Basic_Blocking_Desc8="If your opponent is [YEL]Blocking[CLR] your attacks while [YEL]Ducking[CLR],\nhit them with an [YEL]Overhead Attack[CLR]."
- Basic_Blocking_1="Block the Opponent's Mid Attack"
- Basic_Blocking_1_Input="Hold [R2] while Ducking or Standing"
- Basic_Blocking_2="Block the Opponent's Low Attack while Ducking"
- Basic_Blocking_2_Input="Hold [Down][+][R2]"
- Basic_Blocking_3="Evade the Opponent's High Attack by Ducking without Blocking"
- Basic_Blocking_3_Input="Hold [Down]"
- Basic_Blocking_4="Block the Opponent's Overhead Attack while Standing"
- Basic_Blocking_4_Input="Hold [R2] while Standing"
- Basic_Blocking_5="Block 5 Overhead or Low Attacks"
- Basic_Blocking_5_Input="Hold [R2] While Standing against Overhead Attacks, [Down] + [R2] against Low Attacks."
- Basic_Blocking_6="Use a Low Attack to hit the Blocking Opponent"
- Basic_Blocking_7="Use an Overhead Attack to hit the Blocking Opponent that's Ducking"
- Basic_Throw_Desc1="[YEL]Throws[CLR] can hit a [YEL]Blocking[CLR] opponent that is [YEL]Standing[CLR] or [YEL]Ducking[CLR]. Use a [YEL]Throw[CLR] to\nattack an opponent that consistently defends against your other attacks."
- Basic_Throw_Desc2="[YEL]Back Throws[CLR] will put the opponent behind you.\nHold [YEL]Forward[CLR] when performing a [YEL]Throw[CLR] to position opponent in front."
- Basic_Throw_Desc3="While you cannot [YEL]Block[CLR] a [YEL]Throw[CLR], you have a brief\nwindow to perform a [YEL]Throw Escape[CLR] to break free."
- Basic_Throw_Desc4="Now, perform a [YEL]Throw Escape[CLR] with proper timing."
- Basic_Throw_Desc5="[YEL]Throws[CLR] can also be evaded by [YEL]Jumping[CLR] or [YEL]Ducking[CLR] without [YEL]Blocking[CLR]."
- Basic_Throw_1=Perform a Back Throw to attack the Blocking Opponent
- Basic_Throw_2=Perform a Forward Throw to attack the Blocking Opponent
- Basic_Throw_3=Break free from a Back Throw with a Throw Escape
- Basic_Throw_3_Input="Press [FP] or [FK] immediately after you have been hit by a Back Throw."
- Basic_Throw_4=Break free from a Forward Throw with a Throw Escape
- Basic_Throw_4_Input="Press [BP] or [BK] immediately after you have been hit by a Forward Throw."
- Basic_Interact_Desc="Every arena contains different [YEL]Environment Interactions[CLR] that can\naid you in kombat. [YEL]Environment Interactions[CLR] cost half of your\n[YEL]Defensive Gauge[CLR] to perform, which will refill over time."
- Basic_Interact_1=Use the Naginata Environment Interaction
- Basic_Interact_1_Input=[R1] when inside the Interaction Region
- Basic_Interact_1_Input_Alt=[R1] or [FP][+][BP] when inside the Interaction Region
- Basic_Interact_2=Use the Wall Run Environment Interaction
- Basic_Interact_3=Use the Bowl Environment Interaction
- Basic_Special_Move_Desc="Each character has unique [YEL]Special Moves[CLR], which are executed\nby performing sequences of directional and button inputs."
- Basic_String_Desc="Hitting the right combination of buttons in\nquick succession will unleash a [YEL]Kombo Attack[CLR]."
- Basic_String_Exp=Execute the Kombo Attack String by pressing the attack buttons in quick succession.
- Basic_String_1="[BP], [FP], [BP]."
- Basic_String_2="[Away][+][BP], [BP]."
- Basic_String_3="[Towards][+][FK], [FK]."
- Basic_String_4="[Away][+][FP], [BK], [FK]."
- Basic_String_5="[Away][+][FP], [BK], [FP]."
- Basic_String_Desc_End="You can press [Start] and select [YEL]Move List[CLR] to view\nall of your character's [YEL]Kombo Attack[CLR] strings."
- Basic_Just_Frame_Desc="You can [YEL]Amplify[CLR] some [YEL]Special Moves[CLR] by pressing [R2] at\nthe right time. Most [YEL]Amplified Special Moves[CLR] cost half\nof your [YEL]Offensive Gauge[CLR], which will refill over time."
- Basic_Just_Frame_1="Amplify Scorpion's Spear Special Move"
- Basic_Just_Frame_1_Input="as the opponent is pulled in."
- Basic_Just_Frame_2="Amplify Scorpion's Hell Port Special Move"
- Basic_Just_Frame_2_Input="as the opponent is hit."
- Basic_Supermove_Desc="When your character's [YEL]Health[CLR] is below [RED]30%[CLR], you can perform\nyour character's most powerful attack, the [YEL]Fatal Blow[CLR]!"
- Basic_Supermove_Desc2="You can only use your [YEL]Fatal Blow[CLR] once per match if it\nsuccessfully hits. If a [YEL]Fatal Blow[CLR] is [YEL]Blocked[CLR] or misses,\nyou will have to wait a short time before you can use it again."
- Basic_Supermove_Exp=Hit your opponent with a Fatal Blow
- Basic_Combo_Desc1="Some attacks will stun your opponent, giving\nyou an opportunity to hit with another attack\nbefore they [YEL]Recover[CLR] to start a [YEL]Kombo[CLR]."
- Basic_Combo_Desc2="Combine [YEL]Special Moves[CLR] and [YEL]Kombo Attack Strings[CLR] for longer [YEL]Kombos[CLR]."
- Basic_Combo_Desc3="Some attacks will launch your opponent into the air. Perform a\n[YEL]Juggle Kombo[CLR] by hitting an airborne opponent before they land."
- Basic_Combo_1="Stun the opponent with Spear, then uppercut for a simple Kombo."
- Basic_Combo_1_Input="before the opponent Recovers."
- Basic_Combo_2="Stun the opponent with Spear, then perform a Kombo Attack String."
- Basic_Combo_3="Launch the opponent with Amplified Hell Port, then perform a Juggle Kombo."
- Basic_Combo_3_Input="before the opponent lands."
- Basic_Combo_4="Launch the opponent with Amplified Hell Port, then perform a Kombo Attack String."
- Basic_Sample_Fight1_Desc="Use what you have learned to defeat Sub Zero."
- Basic_Sample_Fight1="Defeat Sub Zero"
- Basic_Sample_Fight1_Quest1="Hit with a Low Attack: [Away][+][BK]"
- Basic_Sample_Fight1_Quest2="Hit with an Overhead Attack: [Away][+][FK]"
- Basic_Sample_Fight1_Quest3="Hit with a Throw: [L1]"
- Basic_Sample_Fight1_Quest4="Defeat your opponent"
- Basic_Sample_Fight2_Quest1="Use an Environment Interaction: [R1]"
- Basic_Sample_Fight2_Quest2="Hit with a Special Move: [Down][Away][FK]"
- Basic_Sample_Fight2_Quest3="Hit with a full Kombo Attack: [BP][,][FP][,][BP]"
- Basic_Sample_Fight3_Quest1="Hit with a Fatal Blow [L2][+][R2]"
- Basic_Sample_Fight3_Quest2="Amplify Spear: [Away][Towards][FP][,] [R2]"
- Basic_Sample_Fight3_Quest3="Amplify Hell Port: [Down][Away][FK][,] [R2]"
- Basic_Tutorial_Finished_DescA="Outstanding! You have kompleted the [LBL]Basic Tutorial[CLR].\nYou can explore the [LBL]Advanced[CLR], [LBL]Strategy[CLR], and [LBL]Character Tutorials[CLR]\nin the [LBL]Learn[CLR] menu, as well as free form [LBL]Practice[CLR]."
- Basic_Tutorial_Finished_DescB="Outstanding! You have kompleted the [LBL]Basic Tutorial[CLR].\nYou can explore the [LBL]Advanced[CLR] and [LBL]Strategy[CLR] Tutorials[CLR]\nin the [LBL]Learn[CLR] menu, as well as free form [LBL]Practice[CLR]."
- Adv_SpecialCancel_Desc1="LESSON: SPECIAL MOVE CANCELS\nIf you execute a [YEL]Special Move[CLR] just as a [YEL]Basic Attack[CLR] hits, you can\nend the [YEL]Basic Attack[CLR] early and start the [YEL]Special Move[CLR] immediately.\nThis technique is known as a [YEL]Special Move Cancel[CLR]."
- Adv_SpecialCancel_Desc2="This technique is known as a [YEL]Special Move Cancel[CLR] because the end\nof your [YEL]Basic Attack's[CLR] animation is cut short, or "[YEL]Canceled[CLR].""
- Adv_SpecialCancel_Desc3="Now, perform a [YEL]Special Cancel[CLR] with proper timing.\nRemember that you don't have to wait for the [YEL]Basic Attack[CLR]\nto finish before you start inputting your [YEL]Special Move[CLR]."
- Adv_SpecialCancel_Desc4="A [YEL]Cancel[CLR] causes your [YEL]Special Move[CLR] to hit the opponent much earlier\nthan if you had waited for the [YEL]Basic Attack[CLR] to finish normally,\nallowing for moves to form a [YEL]Kombo[CLR] that otherwise could not."
- Adv_SpecialCancel_Desc5="[YEL]Special Move Cancel[CLR] after the last attack in a\n[YEL]Kombo Attack Strings[CLR] to build longer, more damaging [YEL]Kombos[CLR]."
- Adv_SpecialCancel_Desc_ReleaseCheck="If you frequently [YEL]Cancel[CLR] at the wrong time or into the wrong move,\ntry turning off [YEL]Release Check[CLR] in the [YEL]Controls[CLR] menu.\nInputting [YEL]Special Moves[CLR] will be less forgiving, but more precise."
- Adv_SpecialCancel_1=Execute a Front Kick, then Special Move Cancel into Flippy Kick
- Adv_SpecialCancel_Input1=before Cage finishes his first Attack
- Adv_SpecialCancel_InputToolKnifeThrow=[Away][Towards] [FP]
- Adv_SpecialCancel_InputToolBall=[Away][Towards] [FK]
- Adv_SpecialCancel_InputToolDoubleStab=[Down][Away] [FK]
- Adv_SpecialCancel_InputTool1Away=[Away][+] -[FP]
- Adv_SpecialCancel_InputToolFlipKick=[Down][Away] [FK]
- Adv_SpecialCancel_InputToolProjectile=[Away][Towards] [BP]
- Adv_SpecialCancel_InputToolShadowKick=[Away][Towards] [BK]
- Adv_SpecialCancel_InputTool4Towards=[Towards][+] -[BK]
- Adv_SpecialCancel_2=Execute a Back Kick, then Special Move Cancel into Forceball
- Adv_SpecialCancel_3=Execute a Directional Attack, then Special Move Cancel into Flippy Kick
- Adv_SpecialCancel_4=Execute a Two Hit Kombo Attack String, then Special Move Cancel into Shadow Kick
- Adv_SpecialCancel_5=Execute a Three Hit Kombo Attack String, then Special Move Cancel into Forceball
- Adv_JumpIn_Desc1="LESSON: JUMP INS\nA [YEL]Jump In Attack[CLR] describes a [YEL]Jumping Attack[CLR] during a\n[YEL]Forward Jump[CLR] that targets a grounded opponent. [YEL]Jump In Attacks[CLR]\ncan be risky, but they're an effective way to go on the offence."
- Adv_JumpIn_Desc2="A [YEL]Jump In[CLR] with a [YEL]Punch Attack[CLR] against a grounded\nopponent will always leave the opponent standing on hit,\nallowing you to start a [YEL]Kombo[CLR] with a grounded attack as you land."
- Adv_JumpIn_Desc3="A [YEL]Jump In[CLR] with a [YEL]Kick Attack[CLR] will launch\nyour opponent into the air, allowing you to start a\n[YEL]Juggle Kombo[CLR] with the right follow up attack."
- Adv_JumpIn_1="Perform a Jump In Attack with Back Punch"
- Adv_JumpIn_2="Start a Kombo with a Jump In Attack"
- Adv_JumpIn_3="Start a Juggle Kombo with a Jump In Attack"
- Adv_JumpIn_Input1="[TowardsUp][,] then [BP][,] [FK]"
- Adv_JumpIn_InputFP_then="[TowardsUp][,] then [FP]"
- Adv_JumpIn_InputBP_then="[TowardsUp][,] then [BP]"
- Adv_JumpIn_InputFP="[TowardsUp] [FP]"
- Adv_JumpIn_InputBP="[TowardsUp] [BP]"
- Adv_JumpIn_InputFK="[TowardsUp] [FK]"
- Adv_JumpIn_InputBK="[TowardsUp] [BK]"
- Adv_JumpIn_InputKick="[TowardsUp] [FK] or [BK]"
- Adv_JumpIn_InputFKComma="[TowardsUp][,] [FK]"
- Adv_Hop_Desc1="Briefly tap [Up] instead of holding [Up] to perform a\n[YEL]Quick Jump[CLR] instead of a normal [YEL]Upward Jump[CLR]."
- Adv_Hop_Desc2=A [YEL]Quick Jump[CLR] is useful for evading [YEL]Low Attacks[CLR].
- Adv_Hop_Desc3="Perform a [YEL]Quick Jumping Attack[CLR] for a fast [YEL]Overhead Attack[CLR]."
- Adv_Hop_Desc4="[YEL]Quick Jumping Attacks[CLR] have limited range, but they\nallow you to attack an opponent while evading a [YEL]Low Attacks[CLR]."
- Adv_Hop_1=Perform a Quick Jump
- Adv_Hop_Input_1=Tap [Up]
- Adv_Hop_2=Evade a Low Attack with a Quick Jump
- Adv_Hop_Input_2=Tap [Up] as the opponent attacks
- Adv_Hop_3=Perform a Punch Quick Jumping Attack
- Adv_Hop_Input_3=Tap [Up][,] then [FP] or [BP]
- Adv_Hop_4=Perform a Kick Quick Jumping Attack
- Adv_Hop_Input_4=Tap [Up][,] then [FK] or [BK]
- Adv_Hop_5=Perform a Quick Jumping Attack while Evading a Low Attack
- Adv_Hop_Input_5=Tap [Up][,] then [FP] or [BP] as the opponent attacks
- Adv_ChipDamage_Desc1="LESSON: BLOCK DAMAGE\nEven if an attack is [YEL]Blocked[CLR], it will still deal some damage to the\n[YEL]Blocking[CLR] character. While [YEL]Block Damage[CLR] from a single attack is small,\nmany [YEL]Blocked[CLR] attacks can add up to a significant amount of health."
- Adv_ChipDamage_Desc2="Defeat the [YEL]Blocking[CLR] opponent with [YEL]Block Damage[CLR]."
- Adv_ChipDamage1="Defeat the opponent using only Block Damage"
- Adv_ChipDamage_Input1=Special Moves cause more Block Damage than Basic Attacks.
- Adv_KrushingBlow_Desc1="LESSON: KRUSHING BLOWS\nA [YEL]Krushing Blow[CLR] is a more powerful version of an attack that is caused by meeting\nspecific conditions when the attack hits. Each character has several moves that\ncan cause a [YEL]Krushing Blow[CLR], but each one can only be used once per match."
- Adv_KrushingBlow_Desc2="Every character can perform a [YEL]Krushing Blow[CLR] with [Down][+][BP] if the\nattack interrupts an opponent that is performing a [YEL]High Attack[CLR]."
- Adv_KrushingBlow_Desc3="Some [YEL]Krushing Blows[CLR] will change the properties of an attack.\nUnlike a normal [Down] [+] [BP], the [YEL]Krushing Blow[CLR] version of\nthis attack can launch the opponent for a [YEL]Juggle Kombo[CLR]."
- Adv_KrushingBlow_Desc4="If a character has [YEL]Krushing Blow[CLR] on one of their [YEL]Throws[CLR], it will be\nactivated if the opponent performs an incorrect [YEL]Throw Escape[CLR]."
- Adv_KrushingBlow_Desc5="For Example, [YEL]Kabal's Back Throw[CLR] can be correctly [YEL]Escaped[CLR] by pressing [FP] or [FK]\njust after the [YEL]Throw[CLR] connects. If Scorpion presses [BP] or [BK] during the [YEL]Throw Escape[CLR]\nwindow, Kabal will perform a [YEL]Krushing Blow[CLR] that deals addition damage."
- Adv_KrushingBlow_Desc6="Most characters have a [YEL]Krushing Blow[CLR] that is activated when an attack\nor [YEL]Kombo Attack String[CLR] interrupts the opponent during an attack."
- Adv_KrushingBlow_Desc7="Scorpion can perform a [YEL]Special Move Cancel[CLR] after [LBL]Falling Ashes[CLR] to start an\n[YEL]Extended Kombo[CLR] if the attack causes a [YEL]Krushing Blow[CLR]. [LBL]Falling Ashes[CLR] cannot\nbe [YEL]Special Move Canceled[CLR] if it does not cause a Krushing Blow."
- Adv_KrushingBlow_Desc8="Some characters have [YEL]Krushing Blows[CLR] that are activated by more\nunique conditions. Scorpion's [YEL]Amplified Spear[CLR] will activate a\n[YEL]Krushing Blow[CLR] if the [YEL]Projectile[CLR] hits the opponent at long range."
- Adv_KrushingBlow_Desc9="Since each [YEL]Krushing Blow[CLR] is limited to one use per match,\nyou may want to save one for a later [YEL]Round[CLR] during a close match."
- Adv_KrushingBlow_Desc10="By default, a [YEL]Krushing Blow[CLR] will automatically activate if you meet its conditions.\nYou can change your [YEL]Controls[CLR] to require a button to be held for a [YEL]Krushing Blow[CLR]\nto activate, giving you more control over when your [YEL]Krushing Blows[CLR] will occur."
- Adv_KrushingBlow_Desc11="You can press [Start] and select [YEL]Move List[CLR] to view your character's\nattacks to see which can activate a [YEL]Krushing Blow[CLR]."
- Adv_KrushingBlow_1="Duck under the opponent's High Attack and interrupt them with Rising Spear to perform a Krushing Blow."
- Adv_KrushingBlow_2="Interrupt the opponent's High Attack with Rising Spear to start a Juggle Kombo with a Krushing Blow."
- Adv_KrushingBlow_3="Kabal will perform a Krushing Blow if you attempt to Escape his Back Throw with an incorrect button."
- Adv_KrushingBlow_4="Interrupt the opponent's attack with the Falling Ashes Kombo Attack String to perform a Krushing Blow."
- Adv_KrushingBlow_5="Interrupt the opponent's attack with Falling Ashes to extend a Kombo with a Krushing Blow."
- Adv_KrushingBlow_6="Hit the opponent at Long Range with an Amplified Spear to perform a Krushing Blow."
- Adv_KrushingBlow_Input1="Hold [Down], then interrupt the opponent's attack with [Down][+][BP]"
- Adv_KrushingBlow_Input2="Interrupt the opponent's attack with [Down][+][BP][,] then "
- Adv_KrushingBlow_Input3="Press [BP] or [BK] immediately after you have been hit by a Forward Throw."
- Adv_KrushingBlow_Input4="Interrupt the opponent's attack with"
- Adv_Blocking_Desc1="LESSON: ADVANCED BLOCKING\nMany attacks will be too fast for you to correctly [YEL]Block[CLR]\nby reacting to your opponent's actions. To successfully defend,\nyou'll need to anticipate your opponent's most likely attacks."
- Adv_Blocking_Desc2="If you're expecting an incoming attack, [YEL]Block[CLR] while\n[YEL]Ducking[CLR] to defend against [YEL]High[CLR], [YEL]Mid[CLR], and [YEL]Low Attacks[CLR].\nMost attacks fall into these three categories."
- Adv_Blocking_Desc3="You won't be able to [YEL]Block[CLR] an [YEL]Overhead Attack[CLR] while\n[YEL]Ducking[CLR], but most [YEL]Overhead Attacks[CLR] are slow enough\nthat you can react and switch to a standing [YEL]Block[CLR]."
- Adv_Blocking_Desc4="Your opponent will attempt to mix [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR] to get past\nyour defense. Hold [Down] while [YEL]Blocking[CLR] to defend against faster [YEL]Low Attacks[CLR],\nbut be ready to stand when you see a slower [YEL]Overhead Attack[CLR] koming."
- Adv_Blocking_Desc5="Watch out for sequences of attacks that mix [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR].\nYou'll need to quickly switch between standing and [YEL]Ducking[CLR] to [YEL]Block[CLR] correctly."
- Adv_Blocking_1=Block while Ducking to defend against High, Mid, and Low Attacks.
- Adv_Blocking_Input1="Hold [Down][+][R2]"
- Adv_Blocking_2=Block 5 Overhead or Low Attacks without Getting Hit
- Adv_Blocking_Input2="Hold [Down][+][R2] for fast Low Attacks. Release [Down] to stand when you see an Overhead Attack."
- Adv_Blocking_3=Block the attack sequence with a mix of Overhead and Low Attacks
- Adv_Blocking_Input3=Stand, Duck, then Stand while holding [R2]
- Adv_DashCancel_Desc1="LESSON: DASH CANCELING\nA [YEL]Dash[CLR] can be interrupted part way through by attacking or [YEL]Blocking[CLR].\nThis technique is known as [YEL]Dash Canceling[CLR]."
- Adv_DashCancel_Desc2="[YEL]Canceling[CLR] a [YEL]Forward Dash[CLR] into an attack is a great way to\nsignificantly extend the attack's effective range. The later you\n[YEL]Cancel[CLR] the [YEL]Dash[CLR], the more range you'll add to the attack."
- Adv_DashCancel_Desc3="[YEL]Canceling[CLR] a [YEL]Backward Dash[CLR] into an attack to quickly create space before attacking.\nThis can be used to evade an incoming attack, then quickly kounter attack."
- Adv_DashCancel_Desc4="A [YEL]Forward Dash[CLR] can be [YEL]Canceled[CLR] into a [YEL]Forward Jump[CLR],\nbut not an [YEL]Upward[CLR] or [YEL]Backward Jump[CLR]."
- Adv_DashCancel_Desc5="A [YEL]Backward Dash[CLR] can be [YEL]Canceled[CLR] into a [YEL]Backward Jump[CLR],\nbut not an [YEL]Upward[CLR] or [YEL]Foward Jump[CLR]."
- Adv_DashCancel_1=Dash Cancel a Forward Dash into an Attack
- Adv_DashCancel_2=Dash Cancel a Forward Dash to extend the range of your attack
- Adv_DashCancel_3=Dash Cancel a Backward Dash into an Attack
- Adv_DashCancel_4=Dash Cancel a Forward Dash into a Forward Jump
- Adv_DashCancel_5=Dash Cancel a Backward Dash into a Backward Jump
- Adv_PerfectBlock_Desc1="LESSON: FLAWLESS BLOCK\nIf you start [YEL]Blocking[CLR] at the exact moment that an\nopponent's attack connects, you'll perform a [YEL]Flawless Block[CLR]."
- Adv_PerfectBlock_Desc2="A [YEL]Flawless Block[CLR] is difficult to execute, but will significantly reduce\nthe amount of [YEL]Block Damage[CLR] that you take from an attack."
- Adv_PerfectBlock_Desc3="Now, perform a [YEL]Flawless Block[CLR] with proper timing. A "[YEL]Flawless Block[CLR]"\nmessage will appear when you've timed your [YEL]Block[CLR] correctly."
- Adv_PerfectBlock_Desc4="There is a brief window after a [YEL]Flawless Block[CLR] in which\nyou will take reduced [YEL]Block Damage[CLR] from any additional attacks."
- Adv_PerfectBlock_Desc5="The brief window for this defensive bonus will be extended if you [YEL]Block[CLR]\nmore attacks before it expires. This means you'll take reduce [YEL]Block Damage[CLR]\nfrom a sequence of rapid attacks if you [YEL]Flawless Block[CLR] the first hit."
- Adv_PerfectBlock_1=Flawless Block the opponent's attack
- Adv_PerfectBlock_2=Flawless Block the opponent's Low Attack
- Adv_PerfectBlock_3=Flawless Block the opponent's Overhead Attack
- Adv_PerfectBlock_4=Flawless Block the first attack, then Normal Block the second attack
- Adv_PerfectBlock_5=Flawless Block the first attack, then Normal Block the remaining attacks
- Adv_PerfectBlock_Input1=[R2] just as the incoming attack hits
- Adv_PerfectBlock_Input1_then=[R2] just as the incoming attack hits, then
- Adv_PerfectBlock_Input2=[Down][+][R2] just as the incoming attack hits
- Adv_PerfectBlock_Input3=Press [R2] just as the first attack hits, then kontinue to hold [R2]
- Adv_WakeupAttack_Desc1="LESSON: GETUP\nYou're in a dangerous situation if your opponent [YEL]Knocks You Down[CLR],\nas they're free to move and start attacks until you get back up.\nFortunately, you have a few options to get back to your feet safely."
- Adv_WakeupAttack_Desc2="A [YEL]Getup Attack[CLR] is a defensive move that can only be performed\nas your character is getting up after being [YEL]Knocked Down[CLR].\n[YEL]Getup Attacks[CLR] cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR]."
- Adv_WakeupAttack_Desc3="A [YEL]Getup Attack[CLR] will start at the earliest possible moment after you get up,\nwhich can help you hit an opponent that's trying to attack as you stand."
- Adv_WakeupAttack_Desc4="Now, perform a [YEL]Getup Attack[CLR] with proper timing. A [YEL]Getup[CLR] message\nwill appear when you input your [YEL]Getup Attack[CLR] at the correct time."
- Adv_WakeupAttack_Desc5="[YEL]Getup Attacks[CLR] performed with [Up][+][FK] are briefly [YEL]Invulnerable[CLR] as the attack begins.\nUse this to hit an overly aggressive opponent that attacks as you get back up."
- Adv_WakeupAttack_Desc6="[YEL]Getup Attacks[CLR] performed with [Up][+][BP] can launch the opponent for\na [YEL]Juggle Kombo[CLR]. While this [YEL]Getup Attack[CLR] cannot be hit by [YEL]Throws[CLR]\nand [YEL]Jumping Attacks[CLR], it is vulnerable to all other types of attacks."
- Adv_WakeupAttack_1=Execute a Getup Attack
- Adv_WakeupAttack_Input1=while rising from a knockdown
- Adv_WakeupAttack_2=Execute an Invulnerable Getup Attack
- Adv_WakeupAttack_3=Execute a Juggle Kombo after a Getup Attack
- Adv_WakeupRoll_Desc1="A [YEL]Getup Attack[CLR] can be risky, as you're vulnerable if you miss or the opponent\n[YEL]Blocks[CLR]. Instead of attacking, you can spend half of your [YEL]Defensive Gauge[CLR]\nto perform a [YEL]Getup Roll[CLR] as you get up to create space and evade attacks."
- Adv_WakeupRoll_Desc2="You're [YEL]Invulnerable[CLR] to all attacks except [YEL]Throws[CLR] during the beginning of a\n[YEL]Getup Roll[CLR], though you are briefly vulnerable to attack as the roll ends."
- Adv_WakeupRoll_Desc3="Use a [YEL]Backward Getup Roll[CLR] to evade an opponent\nthat attempts to attack as you get up."
- Adv_WakeupRoll_Desc4="A [YEL]Forward Getup Roll[CLR] can switch sides with an opponent.\nThis is particularly effective when you're in the [YEL]Korner[CLR]\nand an opponent is attacking as you get up."
- Adv_WakeupRoll_1=Perform A Backward Getup Roll
- Adv_WakeupRoll_2=Perform A Forward Getup Roll
- Adv_WakeupRoll_3=Perform A Backward Getup Roll to evade an attack
- Adv_WakeupRoll_4=Perform A Backward Getup Roll to evade an attack and switch sides
- Adv_WakeupRoll_Input1=[Away][+][L2] while rising from a knockdown
- Adv_WakeupRoll_Input2=[Towards][+][L2] while rising from a knockdown
- Adv_DelayedWakeup_Desc1="Sometimes, waiting is the best option when you've been [YEL]Knocked Down[CLR].\nPerform a [YEL]Delayed Getup[CLR] to stay on the ground longer and\navoid well timed attacks from your opponent as you get up."
- Adv_DelayedWakeup_Desc2="A [YEL]Delayed Getup[CLR] can throw off the timing of your opponent, but you\ncannot perform a [YEL]Getup Attack[CLR] or [YEL]Getup Roll[CLR] after a [YEL]Delayed Getup[CLR]."
- Adv_DelayedWakeup_1=Execute a Delayed Getup
- Adv_DelayedWakeup_1_Input=Hold [L2] After being knocked down
- Adv_DelayedWakeup_2=Use a Delayed Getup to avoid the opponent's second attack
- Adv_DelayedWakeup_3_Input="Hold [L2] After being knocked down, then Hold [R2] as you get up"
- Adv_Reversal_Desc1="LESSON: REVERSAL ATTACKS\nA [YEL]Reversal Attack[CLR] is a [YEL]Special Move[CLR] that's performed\nas soon as you recover from a [YEL]Blocked Attack[CLR]."
- Adv_Reversal_Desc2="A [YEL]Reversal Attack[CLR] ensures that your next attack starts at\nthe earliest possible moment after you [YEL]Block[CLR], and can help\nyou gain the upper hand on an offensive opponent."
- Adv_Reversal_Desc3="Now, perform a [YEL]Reversal Attack[CLR] with proper timing.\nA "[YEL]Reversal[CLR]" message will appear when you\ninput your [YEL]Special Move[CLR] at the correct time."
- Adv_Reversal_Desc4="You can also perform a [YEL]Back Dash[CLR] as a [YEL]Reversal[CLR] to move away\nfrom your opponent immediately after you recover from a [YEL]Block[CLR]."
- Adv_Reversal_Desc5="When [YEL]Blocking[CLR] a series of attacks, it's possible to interrupt your opponent\nbetween certain moves with a fast attack. [YEL]Reversal Attacks[CLR] make\nit much easier to correctly time a kounter attack in these situations."
- Adv_Reversal_1=Execute Electric Burst as a Reversal Attack
- Adv_Reversal_2=Execute a Reversal Back Dash
- Adv_Reversal_3=Execute Electric Burst as a Reversal Attack between your opponent's attacks
- Adv_Reversal_Input1=Block the opponent's attack, then
- Adv_Reversal_Input2=immediately after Blocking
- Adv_Reversal_Input3=Block the opponent's first attack, then
- Adv_Reversal_1_Pause=There is a brief window for a Reveral Attack after a Block
- Adv_BlockAttacks_Desc1="LESSON: FLAWLESS BLOCK ATTACKS\nAfter you [YEL]Flawless Block[CLR] an incoming attack, you can perform a\n[YEL]Flawless Block Attack[CLR] to immediately kounter attack your opponent."
- Adv_BlockAttacks_Desc2="[YEL]Flawless Block Attacks[CLR] start sooner than any of your other attacks after performing\na [YEL]Flawless Block[CLR], but they cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR]."
- Adv_BlockAttacks_Desc3="Now, perform a [YEL]Flawless Block Attack[CLR] with proper timing.\nA "[YEL]Block Attack[CLR]" message will appear when you've timed\nyour attack correctly after a [YEL]Flawless Block[CLR]."
- Adv_BlockAttacks_Desc4="[YEL]Flawless Block Attacks[CLR] performed with [Up] [+] [FK] are briefly\n[YEL]Invulnerable[CLR] as the attack begins. Use this to interrupt a\nseries of rapid attacks after you perform a [YEL]Flawless Block[CLR]."
- Adv_BlockAttacks_Desc5="[YEL]Flawless Block Attacks[CLR] performed with [Up] [+] [BP] lack [YEL]Invulnerability[CLR],\nbut launch the opponent for a [YEL]Juggle Kombo[CLR] on hit."
- Adv_BlockAttacks_1=Flawless Block, then Perform a Flawless Block Attack
- Adv_BlockAttacks_2=Interrupt the opponent with a Flawless Block Attack
- Adv_BlockAttacks_3=Execute a Juggle Kombo after a Flawless Block Attack
- Adv_Interacts_Desc1="LESSON: ADVANCED INTERACTION\n[YEL]Environment Interactions[CLR] can be modified with\nadditional inputs to change the behavior of the attack."
- Adv_Interacts_Desc2="Most [YEL]Projectile Interactions[CLR] can be aimed downward by holding [Down]\nduring the start of the attack. This can help you hit an opponent\nthat may be missed by the [YEL]Projectile's[CLR] normal trajectory."
- Adv_Interacts_Desc3="You can perform a [YEL]Wall Run[CLR] or [YEL]Sledgehammer Interaction[CLR] when\nyou are in the right [YEL]Korner[CLR] of the [LBL]Black Dragon Fight Club[CLR]."
- Adv_Interacts_Desc4="Most [YEL]Wall Run Interactions[CLR] can be modified\nto perform an attack instead of an evasive jump."
- Adv_Interacts_Desc5A="A normal [YEL]Environment Interaction[CLR] requires half of your [YEL]Defensive Gauge[CLR]\nto perform. You can spend half of your [YEL]Offensive Gauge[CLR] to [YEL]Amplify[CLR] any\n[YEL]Environment Interaction[CLR] to add [YEL]Armor[CLR] that can absorb an incoming attack."
- Adv_Interacts_Desc5B="A normal [YEL]Environment Interaction[CLR] requires half of your [YEL]Defensive Gauge[CLR]\nto perform. You can spend all of your [YEL]Offensive Gauge[CLR] to [YEL]Amplify[CLR] any\n[YEL]Environment Interaction[CLR] to add [YEL]Armor[CLR] that can absorb an incoming attack."
- Adv_Interacts_Desc6="An [YEL]Amplified Environment Interaction[CLR] is an expensive\noption. Be careful when absorbing attacks with [YEL]Armor[CLR],\nyou will still take damage from any attacks that hit you."
- Adv_Interacts_Desc7="Each Stage has a wide range of unique [YEL]Environment Interactions[CLR].\nExperiment to learn how each of them behave so you can take\nadvantage of the right [YEL]Interaction[CLR] in the right moment."
- Adv_Interacts_1=Amplify the Chainsaw Interaction to Armor through the incoming attack
- Adv_Interacts_2=Perform the Chainsaw Projectile Interaction
- Adv_Interacts_3=Aim the Chainsaw Projectile Interaction downward
- Adv_Interacts_4=Perform the Wall Run Interaction
- Adv_Interacts_5=Perform the Sledgehammer Interaction
- Adv_Interacts_6=Perform a Dive Kick during the Wall Run Interaction
- Adv_Interacts_Input0=[R1] or [FP][+][BP] when inside the Interaction Region
- Adv_Interacts_Input1=[R1][,] Hold [Down]
- Adv_Interacts_Input2=[R1][,] then [FK] Immediately
- Adv_Interacts_Input3=[R1][+][Down]
- Adv_Interacts_Input4=[R1][+][R2]
- Adv_AirEscapes_Desc1="LESSON: BREAKAWAY\nIf the opponent has you in a [YEL]Juggle Kombo[CLR],\nit's possible to escape using a [YEL]Breakaway[CLR]."
- Adv_AirEscapes_Desc2="Now, perform a [YEL]Breakaway[CLR] with proper timing.\nExecute the input for the Breakaway just after your\ncharacter reaches the peak of their arc in the air."
- Adv_AirEscapes_Desc3="Your character will fall faster and briefly gain [YEL]Armor[CLR] during a [YEL]Breakaway[CLR],\nmaking it much harder for your opponent to kontinue a [YEL]Juggle Kombo[CLR].\n[YEL]Breakaways[CLR] cost all of your [YEL]Defensive Gauge[CLR], so use them carefully."
- Adv_AirEscapes_1=Perform a Breakaway
- Adv_AirEscapes_2=Perform a Breakaway after 3 hits of the opponent's Juggle Kombo
- Adv_AirEscapes_Input1=[Down][+][R2] when launched into the airs
- Adv_AirEscapes_Hint="Tip: Perform the input for the Breakaway just after\nyour character reaches the peak of their arc in the air."
- Adv_CornerCombo_Desc1="LESSON: KORNER KOMBOS\nA [YEL]Korner Kombo[CLR] describes a [YEL]Kombo[CLR] that can only be performed\nwhen the victim's back is touching the [YEL]Korner of the Stage[CLR]."
- Adv_CornerCombo_Desc2="Since the opponent cannot be pushed back by hits when their\nback is against [YEL]Korner[CLR], it's possible to [YEL]Kombo[CLR] with moves that\nwould otherwise miss. This is especially true with [YEL]Juggle Kombos[CLR]."
- Adv_CornerCombo_Desc3="Whenever possible, take advantage of the [YEL]Korner[CLR] to\nmaximize your [YEL]Kombo[CLR] damage. Experiment in [YEL]Practice Mode[CLR]\nto find unique and powerful [YEL]Korner Kombos[CLR] with each character."
- Adv_CornerCombo_1=Perform the Korner Kombo
- Adv_DamageScaling_Desc1="LESSON: KOMBO LIMITATIONS\nThere are several systems that affect [YEL]Kombos[CLR] in [LBL]Mortal Kombat[CLR].\nSome systems limit the damage and length of a [YEL]Kombo[CLR],\nwhile others give you opportunities to extend a [YEL]Kombo[CLR]."
- Adv_DamageScaling_Desc2="After the first hit in a [YEL]Kombo[CLR], each additional hit will deal slightly less damage.\nThis damage penalty will slowly grow as you add more hits to the [YEL]Kombo[CLR].\nThis is known as [YEL]Damage Scaling[CLR]."
- Adv_DamageScaling_Desc3="Perform a [YEL]Kombo[CLR] repeating the same attack and\nobserve that damage decreases each time the move hits."
- Adv_DamageScaling_Desc4="[YEL]Damage Scaling[CLR] means longer [YEL]Kombos[CLR] have diminishing returns as you add more hits.\nMaster shorter, easier to execute [YEL]Kombos[CLR] before moving on to long, challenging [YEL]Kombos[CLR]."
- Adv_DamageScaling_1="Perform the Kombo and observe that the opponent takes less damage when an attack is repeated"
- Adv_GravityScaling_Desc1="After the opponent has been launched for a [YEL]Juggle Kombo[CLR],\nthe opponent will fall slightly faster after each additional hit.\nThis is known as [YEL]Gravity Scaling[CLR]."
- Adv_GravityScaling_Desc2="Perform a [YEL]Juggle Kombo[CLR] repeating the same attack and observe that\nthe opponent is launched lower into the air with each hit."
- Adv_GravityScaling_Desc3="[YEL]Gravity Scaling[CLR] causes the opponent to\neventually fall out of any [YEL]Juggle Kombo[CLR]."
- Adv_GravityScaling_1=Perform the Juggle Kombo and observe how fast the opponent falls after each hit
- Adv_ExtendingCombos_Desc1="LESSON: EXTENDING KOMBOS\nEach character has attacks that allow them to extend [YEL]Kombos[CLR], typically at the\ncost of their [YEL]Offensive Gauge[CLR]. Try some of Raiden's [YEL]Kombo[CLR] extending attacks."
- Adv_ExtendingCombos_Desc2="All [YEL]Kombo[CLR] extending attacks have some limit to how many times you can use\nthem in one [YEL]Kombo[CLR], either through [YEL]Gravity Scaling[CLR] or move specific limitations."
- Adv_ExtendingCombos_Desc3="Observe that Raiden's [LBL]Jo Push[CLR] causes a different\nreaction when used twice in the same [YEL]Kombo[CLR]."
- Adv_ExtendingCombos_Desc4="Learn the limitations of each of your [YEL]Kombo[CLR] extending\nmoves to discover more efficient, damaging [YEL]Kombos[CLR]."
- Adv_ExtendingCombos_1=Use an Amplified Special Move to Extend your Kombo
- Adv_ExtendingCombos_2=Observe that Jo Push causes a different reaction when used twice in the same Kombo
- Adv_FrameData_Desc1="LESSON: INTRODUCTION TO FRAME DATA\nEvery attack can be broken down into three different parts: a [YEL]Beginning[CLR], a [YEL]Middle[CLR], and an [YEL]End[CLR].\n[YEL]Frame Data[CLR] is a way to measure the length of time that each part of an attack will last."
- Adv_FrameData_Desc2="While [YEL]Frame Data[CLR] can be intimidating to newer players, it's easier\nto understand when you learn that a [YEL]Frame[CLR] is just a measurement of time.\nRemember: [YEL]60 Frames[CLR] = [YEL]1 Second[CLR]!"
- Adv_FrameData_Quest_Title1="Attacks with Short Start Up"
- Adv_FrameData_Quest_Title2="Attacks with Long Start Up"
- Adv_FrameData_Quest_Title3="Short Active Attacks"
- Adv_FrameData_Quest_Title4="Long Active Attacks"
- Adv_FrameData_Quest_Title5="Attacks with Short Recovery"
- Adv_FrameData_Quest_Title6="Attacks with Long Recovery"
- Adv_FrameData_Startup_Desc1="The [YEL]Beginning[CLR] of an attack is known as its [YEL]Start Up[CLR], which describes\nthe amount of time (in [YEL]Frames[CLR]) before an attack can hit the opponent."
- Adv_FrameData_Startup_Desc2="Perform 3 attacks that have a fast [YEL]Start Up[CLR] time.\nThe [YEL]Start Up[CLR] portion of each attack will be highlighted in [BLU]Blue[CLR]."
- Adv_FrameData_Startup_Desc3="Now, perform 3 attacks that have a longer [YEL]Start Up[CLR] time.\nThe [YEL]Start Up[CLR] portion of each attack will be highlighted in [BLU]Blue[CLR]."
- Adv_FrameData_Startup_Desc4="[YEL]Start Up[CLR] is one of the most significant attributes of any\nattack. In general, attacks with fast [YEL]Start Up[CLR] are effective\nbecause they're good at interrupting slower attacks."
- Adv_FrameData_Startup_1=[FP] takes 7 Frames to Start Up
- Adv_FrameData_Startup_2=[Down][+][FP] takes 7 Frames to Start Up
- Adv_FrameData_Startup_3=[BP] takes 9 Frames to Start Up
- Adv_FrameData_Startup_4=[Away][+][FK] takes 27 Frames to Start Up
- Adv_FrameData_Startup_5=[Towards][+][BK] takes 16 Frames to Start Up
- Adv_FrameData_Startup_6=[Down][Away][FK] takes 23 Frames to Start Up
- Adv_FrameData_Active_Desc1="The [YEL]Middle[CLR] of an attack is known as its [YEL]Active Frames[CLR], which describes\nthe period of time (in [YEL]Frames[CLR]) when the attack can hit the opponent."
- Adv_FrameData_Active_Desc2="Perform 3 attacks that have a short [YEL]Active[CLR] time.\nThe [YEL]Active[CLR] portion of each attack will be highlighted in [RED]Red[CLR]."
- Adv_FrameData_Active_Desc3="Now, perform 3 attacks that have a longer [YEL]Active[CLR] time.\nThe [YEL]Active[CLR] portion of each attack will be highlighted in [RED]Red[CLR]."
- Adv_FrameData_Active_Desc4="Most attacks have short [YEL]Active Frames[CLR].\nAttacks with long [YEL]Active Frames[CLR] can be good\nat controlling space or hitting mobile opponents."
- Adv_FrameData_Active_1=[BP] is Active for 1 Frame
- Adv_FrameData_Active_2=[FP] is Active for 2 Frames
- Adv_FrameData_Active_3=[BK] is Active for 2 Frames
- Adv_FrameData_Active_4=[Away][+][FK] is Active for 3 Frames
- Adv_FrameData_Active_5=[Down][+][BK] is Active for 3 Frames
- Adv_FrameData_Active_6=[Down][+][BP] is Active for 4 Frames
- Adv_FrameData_Recovery_Desc1="The [YEL]End[CLR] of an attack is known as its [YEL]Recovery[CLR].\n[YEL]Recovery[CLR] is the period of time (in [YEL]Frames[CLR]) after an attack can hit the\nopponent, but before the character returns to neutral and can move again."
- Adv_FrameData_Recovery_Desc2="Perform 3 attacks that have a short [YEL]Recovery[CLR] time.\nThe [YEL]Recovery[CLR] portion of each attack will be highlighted in [GRN]Green[CLR].\nNote that [YEL]Recovery Frames[CLR] can be different on hit, miss, or [YEL]Block[CLR]."
- Adv_FrameData_Recovery_Desc3="Now, perform 3 attacks that have a longer [YEL]Recovery[CLR] time.\nThe [YEL]Recovery[CLR] portion of each attack will be highlighted in [GRN]Green[CLR]."
- Adv_FrameData_Recovery_Desc4="Be careful when using attacks with longer [YEL]Recovery[CLR],\nas they leave you vulnerable if you miss."
- Adv_FrameData_Recovery_Desc5="[YEL]Frame Data[CLR] is essential to learning the strengths and weaknesses\nof different attacks when kompeting at a high level. You can press [Start]\nand select [YEL]Move List[CLR] to view [YEL]Frame Data[CLR] for each of your moves."
- Adv_FrameData_Recovery_1=[BP] takes 13 Frames to Recover on Miss
- Adv_FrameData_Recovery_2=[Down][+][FK] takes 14 Frames to Recover on Miss
- Adv_FrameData_Recovery_3=[FP] takes 17 Frames to Recover on Miss
- Adv_FrameData_Recovery_4=[Away][+][BK] takes 23 Frames to Recover on Miss
- Adv_FrameData_Recovery_5=[Away][+][FP] takes 29 Frames to Recover on Miss
- Adv_FrameData_Recovery_6=[Away][+][BP] takes 41 Frames to Recover on Miss
- Adv_FrameData_Cancel_Desc1="The [YEL]Cancel Frame[CLR] is the end of the [YEL]Window[CLR] to input a [YEL]Special Move Cancel[CLR],\n[YEL]Meter Burn[CLR], or [YEL]Kombo Attack String[CLR]. Attacks with N/A under [YEL]Cancel[CLR]\nin their [YEL]Frame Data[CLR] cannot be [YEL]Canceled[CLR] or [YEL]Meter Burned[CLR]."
- Adv_FrameData_Cancel_Desc2="Input the [YEL]Special Move Cancel[CLR] before the [YEL]Cancel Frame[CLR].\nThe [YEL]Cancel Window[CLR] will be highlighted in white."
- Adv_FrameData_HitAdv_Desc1="LESSON: HIT ADVANTAGE\n[YEL]Hit Advantage[CLR] compares the [YEL]Recovery[CLR] times\nof both players after an attack hits."
- Adv_FrameData_HitAdv_Desc2="For example, if you hit an opponent with an attack that has a [YEL]Hit Advantage[CLR]\nof 9 [YEL]Frames[CLR], you can move 9 [YEL]Frames[CLR] before the opponent can."
- Adv_FrameData_HitAdv_Desc3="Perform the following attacks with high [YEL]Hit Advantage[CLR],\nand observe how much earlier you recover than the opponent.\nThe [YEL]Recovery[CLR] of the faster character will be highlighted in [GRN]Green[CLR]."
- Adv_FrameData_HitAdv_Desc4="Having "[YEL]Advantage[CLR]" after a hit gives you the upper hand for a short time,\nas you're free to move and attack while the opponent can only wait and [YEL]Block[CLR]."
- Adv_FrameData_HitAdv_Desc5="Attacks that [YEL]Knock Down[CLR] the opponent are useful because they typically have\nmuch higher [YEL]Hit Advantage[CLR] than attacks that leave the opponent standing on hit."
- Adv_FrameData_HitAdv_1=Hit the opponent and observe how much earlier you recover
- Adv_FrameData_HitAdv_2=Knock Down the opponent and observe how much earlier you recover
- Adv_FrameData_HitAdv_Input1=[FP] has 9 Frames of Advantage on Hit
- Adv_FrameData_HitAdv_Input2=[BP] has 17 Frames of Advantage on Hit
- Adv_FrameData_HitAdv_Input3=[BK] has 18 Frames of Advantage on Hit
- Adv_FrameData_HitAdv_Input4=[Away][+][BK] has 26 Frames of Advantage on Hit
- Adv_FrameData_HitAdv_Input5=[Away][+][FK] has 61 Frames of Advantage on Hit
- Adv_FrameData_BlockAdv_Desc1="LESSON: BLOCK ADVANTAGE\n[YEL]Block Advantage[CLR] is much like [YEL]Hit Advantage[CLR], comparing the\n[YEL]Recovery[CLR] times of both players after an attack is [YEL]Blocked[CLR].\nMost attacks have less [YEL]Advantage[CLR] on [YEL]Block[CLR] than hit."
- Adv_FrameData_BlockAdv_Desc2="Perform the following attacks with high [YEL]Block Advantage[CLR],\nand observe how much earlier you recover than the opponent.\nThe [YEL]Recovery[CLR] of the faster character will be highlighted in [GRN]Green[CLR]."
- Adv_FrameData_BlockAdv_Desc3="If an attack has a [YEL]Block Advantage[CLR] of 0, both characters will\nrecover at the same time. This is known as being "[YEL]Neutral[CLR]" on [YEL]Block[CLR]."
- Adv_FrameData_BlockAdv_Desc4="If your attack has [YEL]Negative Block Advantage[CLR], the opponent will [YEL]Recover[CLR]\nbefore you do. This attack would have "[YEL]Frame Disadvantage[CLR]" on [YEL]Block[CLR],\ngiving your opponent the upper hand to move first."
- Adv_FrameData_BlockAdv_Desc5="Several lessons will use [YEL]Frame Data[CLR] to examine\nthe strengths and risks of different types of attacks."
- Adv_FrameData_BlockAdv_1=Attack the Blocking opponent and observe how much earlier you recover
- Adv_FrameData_BlockAdv_2=Attack the Blocking opponent and observe that you recover at the same time
- Adv_FrameData_BlockAdv_3=Attack the Blocking opponent and observe how much later you recover
- Adv_FrameData_BlockAdv_Input1=[BP] has 3 Frames of Advantage on Block
- Adv_FrameData_BlockAdv_Input2=[Away][+][FK] has 3 Frames of Advantage on Block
- Adv_FrameData_BlockAdv_Input3=The last hit of [BP][,][FP][,][BP] Has 7 Frames of Advantage on Block
- Adv_FrameData_BlockAdv_Input4=[FK] has 0 Frames of Advantage on Block
- Adv_FrameData_BlockAdv_Input5=[Away][+][FP] has -14 Frames of Advantage on Block
- Adv_FrameData_BlockAdv_Input6=[Down][Away][FK] has -20 Frames of Advantage on Block
- Str_ComboStarters_Desc1="LESSON: KOMBO STARTERS\nYour highest damage [YEL]Kombo[CLR] may not always be the best choice. Use a variety of\nattacks with different properties to build the right [YEL]Kombo[CLR] for the right situation."
- Str_ComboStarters_Desc2="Your opponent will have a harder time [YEL]Blocking[CLR] if you use\na mix of [YEL]Low[CLR] and [YEL]Overhead Attacks[CLR]. Learn [YEL]Kombos[CLR] that start\nwith both types to increase the chance of successful hit."
- Str_ComboStarters_Desc3="Vary your [YEL]Kombo Attack Strings[CLR] to force your opponent\nto [YEL]Block Low[CLR] or [YEL]Overhead[CLR] at different parts of a [YEL]Kombo[CLR]."
- Str_ComboStarters_Desc4="Your fastest attacks may not be the most damaging [YEL]Kombo[CLR] starters,\nbut they can be great for interrupting slower attacks and [YEL]Punishing[CLR]\nan opponent's mistakes when they leave themselves open."
- Str_ComboStarters_Desc5="You'll also want to learn [YEL]Kombos[CLR] that start with\nfar reaching attacks that can cover more space."
- Str_ComboStarters_Desc6="Many characters have long range attacks that can [YEL]Stun[CLR] the opponent to start a\n[YEL]Kombo[CLR], such as Sub Zero's [LBL]Ice Ball[CLR]. Note that Increased [YEL]Damage Scaling[CLR] from\nthese types of attacks usually limits the total damage of a follow up [YEL]Kombo[CLR]."
- Str_ComboStarters_1=Perform a Kombo that starts with a Low Attack
- Str_ComboStarters_2=Perform a Kombo that starts with an Overhead Attack
- Str_ComboStarters_3=Add a Low Attack to a Kombo
- Str_ComboStarters_4=Perform a Kombo with an Overhead and Low Attack
- Str_ComboStarters_5="Perform a Kombo that starts with a fast attack:\nStraight Chop is a High Attack that Starts Up in 8 Frames."
- Str_ComboStarters_6=Perform a Kombo that starts with a far reaching attack
- Str_ComboStarters_7=Perform a Kombo that starts with a long range Stun attack
- Str_ComboEnders_Desc1="LESSON: KOMBO ENDERS\nPositioning can be more useful than maximizing damage. Try performing\n[YEL]Kombos[CLR] that move the opponent closer to the [YEL]Korner[CLR], where you can limit\nyour opponent's movement options or perform damaging [YEL]Korner Kombos[CLR]."
- Str_ComboEnders_Desc2="You can take advantage of side switching attacks in a [YEL]Kombo[CLR]\nto place your opponent in a [YEL]Korner[CLR] that's behind you."
- Str_ComboEnders_Desc3="You can put yourself in an advantageous position by ending a [YEL]Kombo[CLR]\nwith an attack that [YEL]Knock Down[CLR] the opponent for a long time. You'll be able\nto move and prepare your next attack as the opponent is waiting to get up."
- Str_ComboEnders_Desc4="Some attacks that normally knock your opponent away can lead to a\nlong [YEL]Knockdown[CLR] that keeps you close to your opponent in the [YEL]Korner[CLR],\nplacing you in the perfect position to attack as they get up."
- Str_ComboEnders_Desc5="End your [YEL]Kombo[CLR] with an attack that keeps your opponent close if you\nwant to attack your opponent with another [YEL]Kombo[CLR] as they get back up."
- Str_ComboEnders_Desc6="End your [YEL]Kombo[CLR] with an attack that creates space\nbetween you and your opponent if you want to keep them\nat a distance and follow up with [YEL]Projectiles Attacks[CLR]."
- Str_ComboEnders_1=Perform the Kombo to put the opponent into the Korner
- Str_ComboEnders_2=Perform the Side Switching Kombo to put the opponent into the Korner
- Str_ComboEnders_3="Perform a Kombo that puts the opponent into a\nlong Knockdown, then Dash in before they get up."
- Str_ComboEnders_4=Perform a Kombo that puts the opponent into a long Knockdown in the Korner
- Str_ComboEnders_5=Perform a Kombo that keeps the opponent close
- Str_ComboEnders_6=Perform a Kombo that pushes the opponent away
- Str_Unsafe_Desc1="LESSON: UNSAFE ATTACKS\nAn attack's [YEL]Frame Data[CLR] can tell you if it's safe\nor risky to use in certain situations."
- Str_Unsafe_Desc2="If the opponent [YEL]Blocks[CLR] one of your attacks and they are able to hit you\nbefore you [YEL]Recover[CLR] from that attack, then the attack is [YEL]Unsafe on Block[CLR]."
- Str_Unsafe_Desc3="A skilled opponent will be able to consistently [YEL]Punish[CLR] you with a\nkounter attack if they [YEL]Block[CLR] an attack that is [YEL]Unsafe on Block[CLR]."
- Str_Unsafe_Desc4="You can tell if an attack is [YEL]Unsafe on Block[CLR] if it has a high [YEL]Block Disadvantage[CLR]\n([YEL]Negative Block Adv[CLR]). Any of the opponent's attacks with a fast enough\n[YEL]Start Up[CLR] time will be able to hit your [YEL]Blocked[CLR] attack before it [YEL]Recovers[CLR]."
- Str_Unsafe_Desc5="Be sure to know which of your character's attacks are [YEL]Unsafe on Block[CLR].\nAvoid recklessly using these attacks when your opponent is likely to [YEL]Block[CLR]."
- Str_Unsafe_Desc6="[YEL]Unsafe Attacks[CLR] are generally best used in [YEL]Kombos[CLR], or for\ninterrupting an opponent that's committed to a movement or an attack."
- Str_Unsafe_1="Observe that Skarlet's Scythe Slam attack is Unsafe if it's Blocked"
- Str_Unsafe_2="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Reaching Whip attack has a Block Adv of -17"
- Str_Unsafe_3="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Blood Splatter Special Move has a Block Adv of -14"
- Str_Unsafe_4="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Spear Stab attack has a Block Adv of -12"
- Str_Unsafe_5="Observe that you can be Punished if an Unsafe Attack is Blocked:\nSkarlet's Blood Tentacle Special Move has a Block Adv of -19"
- Str_Safe_Desc1="LESSON: SAFE ATTACKS\nIf the opponent [YEL]Blocks[CLR] one of your attacks, and they\nhave no attack that can hit you before you [YEL]Recover[CLR],\nthen your attack is considered [YEL]Safe on Block[CLR]."
- Str_Safe_Desc2="An attack that has a [YEL]Block Advantage[CLR] of 0\nor more will always be [YEL]Safe on Block[CLR]."
- Str_Safe_Desc3="Some attacks with [YEL]Block Disadvantage[CLR] ([YEL]Negative Block Adv[CLR]) can be [YEL]Safe on Block[CLR]. The\nopponent can move first after the attack is [YEL]Blocked[CLR], but you'll have enough time to [YEL]Block[CLR]\nany kounter attack that has a slower [YEL]Start Up[CLR] than your attack's [YEL]Block Disadvantage[CLR]."
- Str_Safe_Desc4="For example, Sub Zero's [LBL]Sweep[CLR] has a [YEL]Block Adv[CLR] of -4, but Kano\ndoesn't have any attacks with a [YEL]Start Up[CLR] that's faster than 4 [YEL]Frames[CLR],\nso Sub Zero will always be able to [YEL]Block[CLR] a follow up attack from Kano."
- Str_Safe_Desc5="It's better to use attacks that are [YEL]Safe on Block[CLR] if your opponent has\na good chance of [YEL]Blocking[CLR]. Be aware that an attack that is [YEL]Safe on Block[CLR]\ncan still be risky if you miss entirely, especially if it has a long [YEL]Recovery[CLR]."
- Str_Safe_Desc6="Some attacks can have different [YEL]Block Advantage[CLR] depending on the\ndistance at which your opponent [YEL]Blocks[CLR] the attack. These types of attacks\ncan be [YEL]Safe on Block[CLR] at one distance, but [YEL]Unsafe on Block[CLR] at another."
- Str_Safe_1=Observe that Sub Zero's Roundhouse attack is Safe if it is Blocked.
- Str_Safe_2="Block after the opponent Blocks your Safe Attack:\nSub Zero's Lin Kuei Kick attack has a Block Adv of 2."
- Str_Safe_3="Block after the opponent Blocks your Safe Attack:\nSub Zero's Chilled Sweep attack has a Block Adv of -4."
- Str_Safe_4="Block after the opponent Blocks your Safe Attack:\nSub Zero's Frosty Kombo Attack String has a Block Adv of -5."
- Str_Safe_5=Sub Zero's Ice Ball Projectile is Unsafe on Block at Close Range.
- Str_Safe_6=Sub Zero's Ice Ball Projectile is Safe on Block at Longer Range.
- Str_Safe_7=Attack the Blocking Opponent, then Block their Reversal Attack
- Str_Punish_Desc1="LESSON: PUNISHING\nA [YEL]Punish[CLR] describes a kounter attack that can hit an\n[YEL]Unsafe[CLR] attack as it [YEL]Recovers[CLR]. If performed correctly, a proper\n[YEL]Punish[CLR] cannot be [YEL]Blocked[CLR] by the [YEL]Recovering[CLR] character."
- Str_Punish_Desc2="Generally, attacks with longer [YEL]Recovery[CLR] can be [YEL]Punished[CLR]\nby attacks with faster [YEL]Start Up[CLR] when [YEL]Blocked[CLR]."
- Str_Punish_Desc3="If the [YEL]Start Up Frames[CLR] of your attack are lower than the [YEL]Block Disadvantage[CLR]\n([YEL]Negative Block Adv[CLR]) of the opponent's attack, then you can always\n[YEL]Punish[CLR] the opponent if you're in range and you time your attack correctly."
- Str_Punish_Desc4="You can tell if your kounter attack has successfully\n[YEL]Punished[CLR] an [YEL]Unsafe[CLR] move if a "[YEL]Punish[CLR]" message\nappears when you hit the opponent as they're [YEL]Recovering[CLR]."
- Str_Punish_Desc5="Attacks with fast [YEL]Start Up[CLR] that can also start [YEL]Kombos[CLR] are often the best\nattacks to [YEL]Punish[CLR] your opponent. A [YEL]Punish[CLR] is one of your best opportunities\nto deal significant [YEL]Damage[CLR] to your opponent, so make the most of it!"
- Str_Punish_Desc6="It's important to pay attention to spacing when [YEL]Punishing[CLR] an attack.\nSome of your opponent's [YEL]Unsafe[CLR] attacks can push you farther\nback on [YEL]Block[CLR], out of the reach of your fastest attacks."
- Str_Punish_Desc7="In these cases, you can use an attack with longer\nrange to [YEL]Punish[CLR] an opponent that's farther away."
- Str_Punish_Desc8="It can be difficult to time a [YEL]Punish[CLR] with a [YEL]Basic Attack[CLR] if its\n[YEL]Start Up[CLR] is barely fast enough to hit an [YEL]Unsafe Attack[CLR]."
- Str_Punish_Desc9="A [YEL]Reversal Attack[CLR] can make [YEL]Punishing[CLR] easier in some situations,\nsince it always starts on the very first [YEL]Frame[CLR] that you [YEL]Recover[CLR]."
- Str_Punish_1="Block Skarlet's Unsafe attack, then Punish with your own attack."
- Str_Punish_2="Sub Zero's Sweep (Start Up 12) can Punish Skarlet's Blood Splatter (Block Adv -14)."
- Str_Punish_3="Block Skarlet's Unsafe Attack, then Punish with your own Kombo Attack."
- Str_Punish_4="Block the Unsafe Attack, then Punish Skarlet with a far reaching attack."
- Str_Punish_5="Punish Skarlet's Unsafe Attack with a Reversal Slide."
- Str_HitConfirm_Desc1="LESSON: HIT CONFIRMING\n[YEL]Hit Confirming[CLR] is a method to safely use\nan attack in a [YEL]Kombo[CLR] that is [YEL]Unsafe on Block[CLR]."
- Str_HitConfirm_Desc2="First, start a [YEL]Kombo[CLR] with a [YEL]Kombo Attack String[CLR] that's [YEL]Safe on Block[CLR]."
- Str_HitConfirm_Desc3="Once you've seen that the opponent has been [YEL]Hit[CLR] by the first\nattack in your [YEL]Kombo[CLR], you'll have enough time to react and\nadd an [YEL]Unsafe Attack[CLR] to extend your [YEL]Kombo[CLR] without risk."
- Str_HitConfirm_Desc4="If the opponent [YEL]Blocks[CLR] the first attack in your [YEL]Kombo[CLR], you'll have\nenough time to react and end the [YEL]Kombo[CLR] early without the [YEL]Unsafe Attack[CLR],\nallowing you to [YEL]Block[CLR] a kounter attack from the opponent."
- Str_HitConfirm_Desc5="Now, observe the opponent's behavior and only finish\nthe [YEL]Kombo[CLR] if he is hit by the first attack in your [YEL]Kombo[CLR]."
- Str_HitConfirm_Desc6="[YEL]Hit Confirming[CLR] is crucial when kompeting with highly skilled opponents,\nas this technique gives you the benefits of using [YEL]Unsafe Attacks[CLR] in\n[YEL]Kombos[CLR] without the risk of the opponent [YEL]Punishing[CLR] a [YEL]Blocked Attack[CLR]."
- Adv_HitConfirm_1="Baraka's Mangled Kombo Attack is Safe on Block (Block Adv 1)"
- Adv_HitConfirm_2="Extend your Kombo with an Unsafe Attack"
- Adv_HitConfirm_3="End your Kombo early and Block the Opponent's Kounter Attack"
- Adv_HitConfirm_4="The opponent will randomly Block and kounter attack.\nOnly Finish your Kombo if the Opponent is Hit."
- Adv_HitConfirm_5="Perform 2 Attacks then Block if the opponent Blocks.\nFinish the Kombo if the Opponent is Hit."
- Adv_HitConfirm_6="Perform 3 Attacks then Block if the opponent Blocks.\nFinish the Kombo if the Opponent is Hit."
- Str_WakeupOffense_Desc1="LESSON: GETUP OFFENSE\n[YEL]Getup[CLR] describes scenarios in which one player is getting up from a\n[YEL]Knockdown[CLR], while the other is standing and free to start an attack."
- Str_WakeupOffense_Desc2="[YEL]Knocking Down[CLR] the opponent gives you control over the pace of the match.\nIt's important to know which of your attacks knock the opponent down the longest,\ngiving you more time to move in and attack before the opponent can get up again."
- Str_WakeupOffense_Desc3="A longer [YEL]Knockdown[CLR] can give you a significant [YEL]Frame Advantage[CLR] as the opponent gets up.\nYou can use this head start to time your attacks to hit right after the opponent stands,\nconnecting well before the [YEL]Active Frames[CLR] of any of their attacks can start."
- Str_WakeupOffense_Desc4="It's even possible to time your attack so its [YEL]Active Frames[CLR] hit the\nopponent on the very first frame after they get up. This is much\neasier to execute when your attack has more [YEL]Active Frames[CLR]."
- Str_WakeupOffense_Desc5="A [YEL]Knockdown[CLR] is a great chance to force the opponent to deal with an [YEL]Overhead[CLR] /\n[YEL]Low Mix Up[CLR], especially if you can time your attacks to hit right after they get up."
- Str_WakeupOffense_Desc6="If you're consistently timing your attacks to hit just as the opponent [YEL]Gets Up[CLR],\nyou can scare them into playing defensively and [YEL]Blocking[CLR]. If they [YEL]Block[CLR]\ntoo frequently, you have a perfect opportunity to attack with a [YEL]Throw[CLR]."
- Str_WakeupOffense_Desc7="If you use a mix of well timed [YEL]Overhead Attacks[CLR], [YEL]Low Attacks[CLR], and [YEL]Throw[CLR]\neach time your opponent [YEL]Gets Up[CLR] from a [YEL]Knockdown[CLR], you can create a hard\nto predict guessing game where the odds are stacked in your favor."
- Str_WakeupOffense_Desc8="One powerful tool available to your [YEL]Knocked Down[CLR] opponent is an\n[YEL]Invulnerable Getup Attack[CLR]. The opponent can use this to interrupt\nyour well timed offense if you attack too predictably as they [YEL]Getup[CLR]."
- Str_WakeupOffense_Desc9="[YEL]Invulnerable Getup Attacks[CLR] are very effective at interrupting grounded attackers, but\nthey're less effective at hitting [YEL]Jumping[CLR] characters. Use a well timed [YEL]Jump[CLR] to evade the\nopponent's [YEL]Invulnerable Getup Attack[CLR], then [YEL]Punish[CLR] them with a [YEL]Jumping Attack[CLR]."
- Str_WakeupOffense_Desc10="Your opponent may perform a [YEL]Launching Getup Attack[CLR] if they anticipates\nthat you will [YEL]Jump[CLR] as they [YEL]Get Up[CLR]. [YEL]Launching Getup Attacks[CLR] cannot be hit\nby [YEL]Jumping Attacks[CLR], but they are almost always [YEL]Unsafe on Block[CLR]."
- Str_WakeupOffense_Desc10A="[YEL]Block[CLR] and [YEL]Punish[CLR] the opponent when you anticipate a risky\n[YEL]Launching Getup Attack[CLR]. Consistently [YEL]Punish Getup Attacks[CLR]\nto scare your opponent into avoiding these powerful option."
- Str_WakeupOffense_Desc11="Your opponent can also [YEL]Backward Getup Roll[CLR] to gain temporary [YEL]Invulnerability[CLR] and\ncreate space when they [YEL]Getup[CLR]. You can use a well timed far reaching attack to chase down\nand hit the opponent if you predict they will perform a [YEL]Backward Getup Roll[CLR]."
- Str_WakeupOffense_Desc12="Some [YEL]Attacks[CLR] or [YEL]Kombo Attack Stings[CLR] will carry you forward on hit\nor miss. When timed correctly, this can be an effective option to catch\nopponents that may or may not perform a [YEL]Backward Getup Roll[CLR]."
- Str_WakeupOffense_Desc13="The opponent can also perform a [YEL]Forward Getup Roll[CLR], which can switch sides\nif you're trying to hit a [YEL]Backward Getup Roll[CLR] with an advancing attack."
- Str_WakeupOffense_Desc14="If you anticipate a [YEL]Forward Getup Roll[CLR], you can hit your opponent with a\n[YEL]Throw[CLR] at any point during the [YEL]Roll[CLR]. Throws can also hit [YEL]Backwards Getup Rolls[CLR],\nthough the timing and spacing can be more difficult."
- Str_WakeupOffense_Desc15="Your opponent can interfere with the timing of your attacks as they\n[YEL]Getup[CLR] by performing a [YEL]Delayed Getup[CLR]. Adjust the timing of your\nattacks to hit slightly later if you anticipate a [YEL]Delayed Getup[CLR]."
- Str_WakeupOffense_Desc16="Some [YEL]Kombo Attack Strings[CLR] can be timed to hit as your opponent\nas they getup with normal timing or with [YEL]Delayed Getup[CLR]."
- Str_WakeupOffense_0="Knock down the opponent."
- Str_WakeupOffense_1="Knock down the opponent, then Dash Forward before they get up."
- Str_WakeupOffense_2="Knock down the opponent, then Dash Forward twice before they get up."
- Str_WakeupOffense_3="Knock down the opponent, then hit them just after they Getup."
- Str_WakeupOffense_4="Knock down the opponent, then hit them on the first Frame they Getup."
- Str_WakeupOffense_5="Knock down the opponent, then hit them with a Low Attack just after they Getup."
- Str_WakeupOffense_6="Knock down the opponent, then hit them with an Overhead Attack just after they Getup."
- Str_WakeupOffense_7="Knock down the opponent, then Throw them just after they Getup."
- Str_WakeupOffense_8="Knock down the opponent, then attempt to Hit the opponent\nduring the start of their Invulnerable Getup Attack."
- Str_WakeupOffense_9A="Knock down the opponent, then Jump and Punish their Invulnerable Getup Attack."
- Str_WakeupOffense_9B="Knock down the opponent, then Block\nand Punish their Launching Getup Attack."
- Str_WakeupOffense_10="Knock down the opponent, then Hit them\nduring the recovery of their Backward Getup Roll."
- Str_WakeupOffense_11="Knock down the opponent, then hit them with the first hit of Rising Cut just as they Getup."
- Str_WakeupOffense_12="Knock down the opponent, then hit them with the second hit of Rising Cut just as they Getup."
- Str_WakeupOffense_13="Knock down the opponent, then attempt to Hit the opponent\nduring the start of their Forward Getup Roll."
- Str_WakeupOffense_14="Knock down the opponent, then Throw them during their Forward Getup Roll."
- Str_WakeupOffense_15="Knock down the opponent, then hit them just after they perform a Delayed Getup."
- Str_WakeupOffense_16="Knock down the opponent, then hit them with the first hit of The Killing just after Getup."
- Str_WakeupOffense_17="Knock down the opponent, then hit them with the third hit of The Killing just after they perform a Delayed Getup."
- Str_WakeupDefense_Desc1="LESSON: GETUP DEFENSE\nIt can be difficult or impossible to react to all of your opponent's\npossible attacks when you're [YEL]Waking Up[CLR] from a [YEL]Knockdown[CLR], so you'll\nusually have to guess the best course of action to defend yourself."
- Str_WakeupDefense_Desc2="The opponent has the advantage when you're [YEL]Waking Up[CLR] because\nthey can start their attacks before you can, so they can consistently interrupt\nyou during the [YEL]Start Up Frames[CLR] of your attack if they time theirs correctly."
- Str_WakeupDefense_Desc3="Since the opponent can interrupt most of your attacks,\none of your best [YEL]Getup[CLR] options is to simply [YEL]Block[CLR]."
- Str_WakeupDefense_Desc4="[YEL]Blocking[CLR] on [YEL]Getup[CLR] has its disadvantages. You'll take\nsome [YEL]Block Damage[CLR], and the opponent is free to [YEL]Mix Up\nOverhead[CLR] and [YEL]Low Attacks[CLR] to make [YEL]Blocking[CLR] more difficult."
- Str_WakeupDefense_Desc5="The opponent can also [YEL]Throw[CLR] you as you [YEL]Getup[CLR], consistently beating\nyour attempt to [YEL]Block[CLR]. If you're confident the opponent will [YEL]Throw[CLR] as\nyou [YEL]Getup[CLR], [YEL]Quick Jump[CLR] and [YEL]Punish[CLR] them with a [YEL]Quick Jump Attack[CLR]."
- Str_WakeupDefense_Desc5B="When getting up, you'll have more options when you have [YEL]OD Gauge[CLR] to spend.\nA [YEL]Launching Getup Attack[CLR] cannot be hit by [YEL]Throw Attacks[CLR], and will launch the\nopponent for a [YEL]Juggle Kombo[CLR] on hit. You will still be vulnerable to most other attacks."
- Str_WakeupDefense_Desc6="You have other [YEL]Getup[CLR] options besides [YEL]Blocking[CLR] or [YEL]Jumping[CLR],\nbut each of them come with their own advantages and risks."
- Str_WakeupDefense_Desc7="One alternative to [YEL]Blocking[CLR] is to spend [YEL]Defensive Gauge[CLR] on a\n[YEL]Backward Getup Roll[CLR], which can evade your opponent's attacks,\nthrow off their attack timing, and create some space as you get up."
- Str_WakeupDefense_Desc8="Your character is [YEL]Invulnerable[CLR] to most attacks during the start of a [YEL]Backward Getup Roll[CLR].\nIt will always start on the earliest possible moment after you get up, avoiding\nmost attacks that are timed to hit you immediately after [YEL]Getup[CLR]."
- Str_WakeupDefense_Desc9="Remember that the a [YEL]Backward Getup Roll[CLR] can be hit by [YEL]Throws[CLR] at any point,\nand it's briefly vulnerable to all attacks before it fully [YEL]Recovers[CLR]. Your opponent can still\nhit you with a well timed, far reaching attack if they predict that you'll [YEL]Roll Backwards[CLR]."
- Str_WakeupDefense_Desc10="Be aware of your surroundings when using a [YEL]Backward Getup Roll[CLR].\nYou can't move backward when you're in a [YEL]Korner[CLR], making it easier for your\nopponent to [YEL]Throw[CLR] or hit you as you recover from a [YEL]Backwards Roll[CLR]."
- Str_WakeupDefense_Desc11="A [YEL]Forward Getup Roll[CLR] is a riskier option than a [YEL]Backwards Roll[CLR] in\nmost cases since it advances toward your opponent, making it easier\nfor them to kounter with a [YEL]Throw[CLR] or hit you as the [YEL]Roll Recovers[CLR]."
- Str_WakeupDefense_Desc12="A [YEL]Forward Getup Roll[CLR] can switch sides with a nearby opponent,\nso it becomes a more effective option if you're trapped in\nthe [YEL]Korner[CLR] and an opponent attacks as you [YEL]Getup[CLR]."
- Str_WakeupDefense_Desc13="You can also use a [YEL]Forward Getup Roll[CLR] if your opponent\nanticipates that you'll perform a [YEL]Backward Getup Roll[CLR]\nand attempts to [YEL]Punish[CLR] it with an advancing attack."
- Str_WakeupDefense_Desc14="Every character has a [YEL]Getup Attack[CLR] that is briefly [YEL]Invulnerable[CLR] to all attacks\nduring its [YEL]Start Up Frames[CLR]. This can be a very effective option if you have enough\n[YEL]Gauge[CLR] and you're confident the opponent will attack as you [YEL]Getup[CLR]."
- Str_WakeupDefense_Desc15="[YEL]Invulnerable Getup Attacks[CLR] are [YEL]Unsafe on Block[CLR] in most situations,\nmaking them an extremely risky option against a skilled opponent.\nDon't use them too predictably!"
- Str_WakeupDefense_Desc16="Even when you don't use it, your [YEL]Invulnerable Getup Attack[CLR] can have an\neffect on your opponent's behavior. They can't attack recklessly as you\n[YEL]Getup[CLR] without some risk of getting hit if you have enough [YEL]Gauge[CLR]."
- Str_WakeupDefense_Desc17="If your opponent [YEL]Blocks[CLR] as you [YEL]Getup[CLR] because they\nanticipating that you will perform a [YEL]Getup Attack[CLR], you\nhave an opportunity to attack them with a [YEL]Throw[CLR] instead."
- Str_WakeupDefense_Desc17B="Most [YEL]Invulnerable Getup Attacks[CLR] can be evaded by [YEL]Jumping[CLR],\nleaving you vulnerable to a [YEL]Punish[CLR] from a [YEL]Jumping Attack[CLR]."
- Str_WakeupDefense_Desc17C="[YEL]Launching Getup Attacks[CLR] hit an area above your character and cannot\nbe hit by [YEL]Jumping Attacks[CLR]. Use this to option when an opponent\nattempts to evade an [YEL]Invulnerable Getup Attack[CLR] by [YEL]Jumping[CLR]."
- Str_WakeupDefense_Desc18="A [YEL]Delayed Getup[CLR] is another effective option to throw off the opponent's\nattack timing as you [YEL]Getup[CLR]. You'll have to stay in the same positon until you\nget up, but it can't be [YEL]Punished[CLR] like [YEL]Getup Attacks[CLR] or [YEL]Getup Rolls[CLR]."
- Str_WakeupDefense_Desc19="Remember that you can't perform a [YEL]Getup Roll[CLR] or a [YEL]Getup Attack[CLR]\nafter a [YEL]Delayed Getup[CLR], so you'll have less options to escape your opponent's\noffense if they anticipate your [YEL]Delayed Getup[CLR] and time their attack to hit later."
- Str_WakeupDefense_1="Attempt to attack with Straight Jab as soon as you Getup"
- Str_WakeupDefense_2="Block the opponent's Attack as soon as you get up"
- Str_WakeupDefense_3="Block the opponent's Kombo that starts with a Low Attack as soon as you Getup"
- Str_WakeupDefense_4="Block the opponent's Kombo that starts with an Overhead Attack as soon as you Getup"
- Str_WakeupDefense_5="Punish the opponent's Throw with a Quick Jump Attack as soon as you Getup"
- Str_WakeupDefense_5B="Interrupt the opponent's Throw with a Launching Getup Attack as you Getup"
- Str_WakeupDefense_6="Evade the opponent's Attacks with a Backwards Getup Roll"
- Str_WakeupDefense_7="Attempt to evade the opponent's Attacks with a Backwards Getup Roll"
- Str_WakeupDefense_8="Evade the opponent's Attacks and escape the Korner with a Forward Getup Roll"
- Str_WakeupDefense_9="Evade the opponent's advancing Attacks with a Forward Getup Roll"
- Str_WakeupDefense_10="Interrupt the attacking opponent with an Invulnerable Getup Attack as you Getup"
- Str_WakeupDefense_11="Throw the Blocking opponent as soon as you Getup"
- Str_WakeupDefense_12="Perform a Delayed Getup to avoid the opponent's follow up attack"
- Str_WakeupDefense_13="Perform a Delayed Getup, then Block\nthe opponent's delayed follow up attack"
- Str_WakeupDefense_14="Interrupt the opponent's Jumping Attack with a Launching Getup Attack as you Getup"
- Str_BlockPressure_Desc1="LESSON: BLOCK PRESSURE\n[YEL]Pressure[CLR] describes the tactic of attacking an opponent\nin a way that limits their options and forces them to stay on\nthe defense, usually through the use of [YEL]Frame Advantage[CLR]."
- Str_BlockPressure_Desc2="One of the best ways to create [YEL]Pressure[CLR] is with [YEL]Block Advantage[CLR].\nSince your character is able to [YEL]Recover[CLR] first when you have\n[YEL]Block Advantage[CLR], the [YEL]Start Up[CLR] of your attacks can have a head start."
- Str_BlockPressure_Desc3="For example, Jade's [LBL]Blazing Nitro Kick[CLR] ([YEL]Start Up[CLR] 12) is faster\nthan Baraka's [LBL]Leg Chop[CLR] ([YEL]Start Up[CLR] 14), but Baraka's slower attack\ncan consistently interrupt the faster attack if it's performed immediately\nafter Jade [YEL]Blocks[CLR] Baraka's [LBL]Big Leg[CLR] ([YEL]Block Adv[CLR] 4)."
- Str_BlockPressure_Desc4="This technique becomes more effective and easier to execute\nwhen you use a faster attack after you have [YEL]Frame Advantage[CLR]."
- Str_BlockPressure_Desc5="Follow [LBL]Big Leg[CLR] ([YEL]Block Adv[CLR] 4) with [LBL]Straight Shank[CLR] ([YEL]Start Up[CLR] 8).\nWhen timed correctly, the second attack will connect around 4\n[YEL]Frames[CLR] after Jade [YEL]Recovers[CLR] from [YEL]Blocking[CLR] the first attack."
- Str_BlockPressure_Desc6="None of Jade's attacks can start faster than 4 [YEL]Frames[CLR], so any\nattempt to attack after [YEL]Blocking[CLR] will be consistently interrupted by\nyour second attack. This technique is known as a [YEL]Frame Trap[CLR]."
- Str_BlockPressure_Desc7="[YEL]Frame Traps[CLR] are a highly effective way to force the opponent to [YEL]Block[CLR]\ninstead of attack. Once the opponent is afraid to attack, you can create\n[YEL]Pressure[CLR] by ending your [YEL]Frame Traps[CLR] with [YEL]Kombo Attack Strings[CLR]."
- Str_BlockPressure_Desc8="Baraka's [LBL]Bloody Mess[CLR] has a [YEL]Block Adv[CLR] of 6, allowing for\na [YEL]Frame Trap[CLR] after a [YEL]Kombo Attack Strings[CLR]."
- Str_BlockPressure_Desc9="Combine multiple [YEL]Frame Traps[CLR] into the same\nsequence of attacks to create extended [YEL]Block Pressure[CLR]."
- Str_BlockPressure_Desc10="If you can scared your opponent into consistently [YEL]Blocking[CLR]\nwhen you perform a [YEL]Frame Trap[CLR], you have an opportunity\nto surprise your opponent with an [YEL]Unblockable Throw[CLR]."
- Str_BlockPressure_Desc11="Experiment with different attacks to learn new [YEL]Frame Traps[CLR]. They are\neffective at controlling the pace of the match, dealing [YEL]Block Damage[CLR],\nand they can create opportunities to [YEL]Mix Up[CLR] the opponent."
- Str_BlockPressure_1="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick with Leg Chop."
- Str_BlockPressure_2="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick with Straight Shank."
- Str_BlockPressure_3="After Jade Blocks Big Leg,\nInterrupt her Blazing Nitro Kick."
- Str_BlockPressure_4="Perform the Frame Trap against the Blocking opponent."
- Str_BlockPressure_5="Throw Jade immediately after she Blocks Big Leg."
- Str_BlockPressure_Input1=", briefly step forward, then [L1] immediately after you Recover"
- Str_HitPressure_Desc1="LESSON: HIT PRESSURE\nGenerally, when you finish an attack that hits the\nopponent and leaves them standing, they won't be able\nto do anything but [YEL]Block[CLR] until they've kompletely recovered."
- Str_HitPressure_Desc2="This means that you can create a [YEL]Frame Trap[CLR] after attacks with [YEL]Hit Advantage[CLR] that\ndon't knock down. Perform [LBL]Knee Lunge[CLR] ([YEL]Start Up[CLR] 12) immediately after [LBL]Low Stab[CLR]\n([YEL]Hit Adv[CLR] 10) for a [YEL]Frame Trap[CLR] with a gap as small as 4 [YEL]Frames[CLR] between these attacks."
- Str_HitPressure_Desc3="If your second attack has a [YEL]Start Up[CLR] that's faster than\nthe [YEL]Hit Advantage[CLR] of your first attack, your second\nattack can connect while the opponent is still [YEL]Recovering[CLR]."
- Str_HitPressure_Desc4="For example, Baraka can force the opponent to [YEL]Block[CLR]\n[LBL]Spiked Cross[CLR] ([YEL]Start Up[CLR] 7) if he performs it\nimmediately after hitting with [LBL]Low Poke[CLR] ([YEL]Hit Adv[CLR] 14)."
- Str_HitPressure_Desc5="This technique is known as [YEL]Jailing[CLR], since you're kompletely safe to attack\nand the opponent cannot perform any action except [YEL]Block[CLR]. Most characters can\nhit with [Down][+][FP] or [Down][+][FK] to [YEL]Jail[CLR] the opponent and create [YEL]Pressure[CLR]."
- Str_HitPressure_Desc6="If you've [YEL]Jailed[CLR] your opponent and attack them with a [YEL]High Attack[CLR] before\nthey can fully [YEL]Recover[CLR], they won't be able to evade the attack by [YEL]Ducking[CLR]."
- Str_HitPressure_Desc7="Baraka has [YEL]Kombo Attack Strings[CLR] like [LBL]Bloodthirsty[CLR] ([YEL]Hit Adv[CLR] 12)\nare useful for creating [YEL]Frame Traps[CLR] or [YEL]Jailing[CLR] the opponent."
- Str_HitPressure_Desc8="After [YEL]Jailing[CLR] your opponent with a hit, follow up with attacks that have high\n[YEL]Block Advantage[CLR] to create additional [YEL]Frame Traps[CLR]. This kind of sustained [YEL]Pressure[CLR]\nis great for dealing [YEL]Block Damage[CLR] and keeping your opponent on the defense."
- Str_HitPressure_1="After Hitting with Low Stab (Hit Adv 10),\nPerform Knee Lunge (Start Up 12) immediately to create a Frame Trap."
- Str_HitPressure_2="After Hitting with Low Poke (Hit Adv 14),\nPerform Spiked Cross (Start Up 7) immediately to Jail the opponent."
- Str_HitPressure_3="After Hitting with Low Poke (Hit Adv 14),\nPerform Mangled (Start Up 7) immediately to Jail the opponent."
- Str_HitPressure_4="After Hitting with Big Leg (Hit Adv 15),\nLeg Chop (Start Up 14) immediately to Jail the opponent."
- Str_HitPressure_5="After Hitting with Low Poke (Hit Adv 11),\nPerform Splintered (Start Up 9) immediately to Jail the opponent."
- Str_HitPressure_6="After Hitting with Foot Stomp (Hit Adv 14),\nPerform Bloody Mess (Start Up 7) immediately to Jail the opponent."
- Str_HitPressure_7="After Hitting with Bloodthirsty (Hit Adv 12),\nPerform Low Shank (Start Up 8) immediately to Jail the opponent."
- Str_HitPressure_8="After Hitting with Bloodthirsty (Hit Adv 12),\nKutting Loose (Start Up 14) immediately to create a Frame Trap."
- Str_HitPressure_9="Hit with Low Poke (Hit Adv 14),\nthen immediately attack the Blocking Opponent."
- Str_HitPressure_10="Hit with Foot Stomp (Hit Adv 14),\nthen immediately attack the Blocking Opponent."
- Str_PressureDef_Desc1="LESSON: PRESSURE DEFENSE\nWhen kompeting with a skilled opponent, you'll inevitably be in situations\nwhere the opponent has an advantage and is applying offensive [YEL]Pressure[CLR]."
- Str_PressureDef_Desc2="There are several options to escape [YEL]Pressure[CLR], but\nyou'll need to know when and how to use each effectively."
- Str_PressureDef_Desc3="If your opponent hits you with an attack that has enough\n[YEL]Hit Advantage[CLR] to [YEL]Jail[CLR] you, your only option is to [YEL]Block[CLR] until you fully [YEL]Recover[CLR]."
- Str_PressureDef_Desc4="If you [YEL]Block[CLR] an attack that has [YEL]Block Advantage[CLR], it's very risky to attack\nafterward because the opponent can easily put you in a [YEL]Frame Trap[CLR] and\ninterrupt you with their faster attacks. Your safest option is usually to [YEL]Block[CLR]."
- Str_PressureDef_Desc5="[YEL]Blocking[CLR] has its risks, though. You're potentially vulnerable to\n[YEL]Throws[CLR] and [YEL]Overhead[CLR] / [YEL]Low Mix Ups[CLR], and your opponent will\ngradually inflict [YEL]Block Damage[CLR] with each attack."
- Str_PressureDef_Desc6="Watch for opportunities to escape when your opponent is applying [YEL]Block Pressure[CLR].\nWhen you see them perform an attack that has [YEL]Block Disadvantage[CLR], you have a\nchance to start your own offensive [YEL]Block Pressure[CLR] with one of your faster attacks."
- Str_PressureDef_Desc7="If your opponent risks using an attack that's [YEL]Unsafe on Block[CLR], be sure to capitalize on\nthe opportunity to [YEL]Punish[CLR] with a [YEL]Kombo[CLR]. Consistently [YEL]Punishing Unsafe Attacks[CLR]\ncan scare your opponent into avoiding some of their most powerful tools."
- Str_PressureDef_Desc8="There are some opportunities to attack when your opponent has [YEL]Frame Advantage[CLR],\nthough it can be risky unless your opponent is behaving predictably."
- Str_PressureDef_Desc9="Watch to see if your opponent uses [YEL]High Attacks[CLR] to create a\n[YEL]Frame Trap[CLR]. You can [YEL]Duck[CLR] under their [YEL]High Attack[CLR] if you're not\n[YEL]Blocking[CLR] and interrupt them with a [YEL]Ducking Attack[CLR]."
- Str_PressureDef_Desc10="Your opponent won't always perform a [YEL]Frame Trap[CLR] when they have [YEL]Block Advantage[CLR],\nthey may choose a slower attack to create an [YEL]Overhead[CLR] / [YEL]Low Mix Up[CLR]."
- Str_PressureDef_Desc11="If you can predict your opponent will perform a slower attack\nwhen you're at a [YEL]Frame Disadvantage[CLR], you have a\nchance to interrupt them with one of your fastest attacks."
- Str_PressureDef_Desc12="A [YEL]Flawless Block[CLR] can significantly reduce the [YEL]Block Damage[CLR] you take when the\nopponent is applying [YEL]Block Pressure[CLR]. You will kontinue to take reduced [YEL]Block Damage[CLR]\nafter a single [YEL]Flawless Block[CLR] if your opponent kontinues to rapidly attack."
- Str_PressureDef_Desc13="When [YEL]Blocked[CLR], some [YEL]Kombo Attack Strings[CLR] have brief [YEL]Gaps[CLR] between the\nattacks, during which you [YEL]Recover[CLR] and have control of your character."
- Str_PressureDef_Desc14="You can perform a [YEL]Flawless Block[CLR] during a [YEL]Kombo Attack String[CLR] if there's a long\nenough [YEL]Gap[CLR] between attacks. Performing a [YEL]Flawless Block[CLR] can be easier during a [YEL]String[CLR]\nsince the timing of the opponent's attacks is more consistent than a [YEL]Frame Trap[CLR]."
- Str_PressureDef_Desc15="If you can [YEL]Flawless Block[CLR] the first attack in a [YEL]Kombo Attack String[CLR]\nafter a [YEL]Frame Trap[CLR], you can perform an [YEL]Invulnerable Block Attack[CLR]\nby inputting [Up][+][FK] to interrupt the opponent's [YEL]Block Pressure[CLR]."
- Str_PressureDef_Desc16="Input [Up][+][BP] after a [YEL]Flawless Block[CLR] to perform a [YEL]Block Attack[CLR] that lacks\n[YEL]Invulnerability[CLR] but can start a [YEL]Juggle Kombo[CLR]. You can use this to interrupt your\nopponent during their [YEL]Block Pressure[CLR] if there's a big enough [YEL]Gap[CLR] between attacks."
- Str_PressureDef_Desc17="If you're low on [YEL]Health[CLR], you can perform a [YEL]Fatal Blow[CLR] when your opponent is on the\noffense. A [YEL]Fatal Blow[CLR] has [YEL]Armor[CLR] that can absorb attacks during its [YEL]Start Up Frames[CLR],\nwhich can push through an opponent's [YEL]Frame Trap[CLR] when used as a [YEL]Reversal[CLR]."
- Str_PressureDef_Desc18="A [YEL]Fatal Blow[CLR] has [YEL]Armor[CLR] that can absorb attacks during its [YEL]Start Up Frames[CLR],\nwhich can push through an opponent's [YEL]Frame Trap[CLR] when used as a [YEL]Reversal[CLR]."
- Str_PressureDef_Desc19="A [YEL]Fatal Blow[CLR] can armor through small [YEL]Gaps[CLR] when [YEL]Blocking[CLR] some [YEL]Kombo Attack String[CLR].\nUse your [YEL]Fatal Blow[CLR] carefully, it's a wasteful option if the attack fails to hit and you\nwill still take damage from any incoming attacks that hit while you have [YEL]Armor[CLR]."
- Str_PressureDef_Desc20="The foundation of an effective defense against [YEL]Pressure[CLR] is knowledge\nof the strengths and weaknesses of your opponent's attacks."
- Str_PressureDef_Desc21="Even if you don't know the exact [YEL]Frame Data[CLR] for each of your opponent's attacks,\nit helps to learn which of their common attacks have [YEL]Block Advantage[CLR], which have\n[YEL]Block Disadvantage[CLR], which are [YEL]Unsafe on Block[CLR], and which can [YEL]Jail on Hit[CLR]."
- Str_PressureDef_1="Block after you're hit and Jailed by\nBaraka's Big Leg (Hit Adv 15)"
- Str_PressureDef_2="Block all attacks"
- Str_PressureDef_3="Block the Frame Trap, then attack the\nBlocking opponent after he finishes Doom Kicks (Block Adv -7)"
- Str_PressureDef_4="Block the opponent's Frame Trap,\nthen Punish Blade Spark (Block Adv -18)"
- Str_PressureDef_5="Block the start of the opponent's Frame Trap, then\ninterrupt Spiked Cross (High Attack) with a Ducking Attack"
- Str_PressureDef_6="Block the first Kombo Attack String, then\ninterrupt Lunging Blades (Start Up 28) with a fast Attack"
- Str_PressureDef_7="Flawless Block the third attack of the opponent's Frame Trap"
- Str_PressureDef_8="Flawless Block the third attack of the opponent's Kombo Attack String"
- Str_PressureDef_9="Flawless Block the third attack of the opponent's Frame Trap,\nthen interrupt them with an Invulnerable Block Attack"
- Str_PressureDef_10="Flawless Block the third attack of the opponent's Kombo Attack String,\nthen interrupt them with a Launching Block Attack"
- Str_PressureDef_11="Block the start of the opponent's Frame Trap, then\ninterrupt their third attack with a Reversal Fatal Blow"
- Str_PressureDef_12="Interrupt the opponent with a Reversal Fatal Blow\nduring a Gap in their Kombo Attack String"
- Str_PressureDef_Input1="Block after getting hit once."
- Str_PressureDef_Input2="Block all attacks."
- Str_PressureDef_Input3="Block five hits, then [FP][,][BP][,][BK] immediately after you Recover."
- Str_PressureDef_Input4="Block five hits, then [BK][,][BK] immediately after you Recover."
- Str_PressureDef_Input5="Block two hits, then [Down][+][FP] immediately after you Recover."
- Str_PressureDef_Input6="Block three hits, then [Down][+][BP] immediately after you Recover."
- Str_PressureDef_Input7="Block two hits, then Press [R2] just as the third attack connects, then kontinue to Block."
- Str_PressureDef_Input8="Block two hits, [R2] just as the third attack connects, [Up][+][FK] immediately."
- Str_PressureDef_Input9="Block two hits, [R2] just as the third attack connects, [Up][+][BP] immediately."
- Str_PressureDef_Input10="Block two hits, then [L2][+][R2] just as you Recover."
- Str_Zoning_Desc1="LESSON: ZONING\n[YEL]Zoning[CLR] describes the strategy of keeping the opponent at a specific range in which\nyou have the advantage, limiting their options and controlling the pace of the match.\nThis typically involves keeping the opponent at long range with [YEL]Projectile Attacks[CLR]."
- Str_Zoning_Desc2="The foundation of your [YEL]Zoning[CLR] game will be your\n[YEL]Projectile Special Moves[CLR]. [LBL]Lightning Bolt[CLR] is a good attack for [YEL]Zoning[CLR]\nsince it travels at high speed and is [YEL]Safe on Block[CLR] at most ranges."
- Str_Zoning_Desc3="The opponent must take an action like [YEL]Duck[CLR], [YEL]Block[CLR], or [YEL]Jump[CLR]\nto deal with a [YEL]Projectile Attack[CLR], preventing them from freely\nwalking forward and helping you control the pace of the match."
- Str_Zoning_Desc4="Learn to time your [YEL]Projectile Attacks[CLR] to fire them as quickly as possible,\ncreating an obstacle course of attacks for your opponent to deal with."
- Str_Zoning_Desc5="Several [YEL]Blocked Projectiles[CLR] can be more effective than a\nsuccessful hit. Each [YEL]Blocked Special Move[CLR] deals a meaningful\namount of [YEL]Block Damage[CLR] and pushes the opponent back slightly."
- Str_Zoning_Desc6="Most [YEL]Projectile Attacks[CLR] are [YEL]High Attacks[CLR], so your opponent can [YEL]Duck[CLR] to avoid them\nwithout taking damage. If you throw your [YEL]Projectiles[CLR] too predictably, the opponent\ncan easily [YEL]Duck[CLR] and walk forward to evade your attacks and safely close distance."
- Str_Zoning_Desc7="Adjust the timing and frequency of your [YEL]Projectiles[CLR] as\nthe opponent advances to make them more difficult to predict."
- Str_Zoning_Desc8="The opponent can also evade [YEL]Projectiles[CLR] by [YEL]Jumping[CLR] over\nthem. While this can be effective, it's also risky since\nthey're committing to the [YEL]Jump[CLR] for a period and can't [YEL]Block[CLR]."
- Str_Zoning_Desc9="Adjust the timing of your [LBL]Lightning Bolt[CLR] to\nhit the opponent out of the air as they land."
- Str_Zoning_Desc10="If you anticipate that the opponent will commit to a [YEL]Jump[CLR], you can use an [YEL]Anti Air[CLR]\nattack to hit them out of the air more easily. This can be risky if you guess wrong,\nsince the opponent can advance more easily or hit you with their own attack."
- Str_Zoning_Desc11="You'll need to maintain distance to keep your [YEL]Zoning[CLR] game going.\n[YEL]Walking[CLR], [YEL]Jumping[CLR], or [YEL]Dashing[CLR] backward while throwing [YEL]Projectiles[CLR] can\nbe good ways to create space if you have plenty of room behind you."
- Str_Zoning_Desc12="The space behind you is a valuable but limited resource when\n[YEL]Zoning[CLR]. Retreat too frequently and you can put yourself in\nthe [YEL]Korner[CLR] where your opponent can easily close in."
- Str_Zoning_Desc13="Before you get close to the [YEL]Korner[CLR], look for opportunities to\nswitch sides with the opponent, giving yourself more room to retreat.\nA [YEL]Kombo[CLR] can give you a safe opportunity to switch sides."
- Str_Zoning_Desc14="When [YEL]Zoning[CLR], be aware of all the long range tools available to your character.\nMixing a variety of attacks makes them more difficult for your opponent to\nevade without taking damage from hits or [YEL]Blocking[CLR]."
- Str_Zoning_Desc15="Raiden can [YEL]Knockdown[CLR] and push back his opponent by [YEL]Amplifying[CLR] his\n[LBL]Lightning Bolt[CLR]. A [YEL]Knockdown[CLR] is very effective when [YEL]Zoning[CLR] since it prevents your\nopponent from moving for a time, giving you a chance to create more space."
- Str_Zoning_Desc16="[YEL]Amplify[CLR] [LBL]Lightning Bolt[CLR] for a [YEL]Mid Attack[CLR] that can't be evaded by [YEL]Ducking[CLR].\nEven when [YEL]Blocked[CLR], it causes good [YEL]Block Damage[CLR], pushes back the opponent,\nand it has more [YEL]Block Advantage[CLR] to give you time to retreat or [YEL]Block[CLR]."
- Str_Zoning_Desc17="[LBL]Electric Current[CLR] is slower than Raiden's [LBL]Lightning Bolt[CLR] [YEL]Projectile[CLR],\nbut is a [YEL]Low Attack[CLR] that can only be evaded by [YEL]Jumping[CLR]."
- Str_Zoning_Desc18="[LBL]Lightning Strike[CLR] is an attack that must be aimed to hit an opponent at different\ndistances. While this attack does not cover the same horizontal space as a\ntraditional [YEL]Projectile[CLR], it's a [YEL]Mid Attack[CLR] that cannot be evading by [YEL]Ducking[CLR]."
- Str_Zoning_Desc19="Many characters have attacks that are particularly\neffective at kountering [YEL]Zoning[CLR], like Scorpion's [LBL]Hell Port[CLR].\nBe careful of these types attacks when throwing [YEL]Projectiles[CLR]."
- Str_Zoning_Desc20="While effective against [YEL]Projectiles[CLR], Scorpion's [LBL]Hell Port[CLR]\nis [YEL]Unsafe on Block[CLR]. Consistently [YEL]Block[CLR] and [YEL]Punish Projectile[CLR] \nkountering attacks to scare your opponent into avoiding them."
- Str_Zoning_1=Perform a Projectile Attack.
- Str_Zoning_2="Execute 3 Lightning Bolt Projectiles times as quickly as possible."
- Str_Zoning_3="Fire four Projectiles at the Blocking\nopponent and observe the total Block Damage."
- Str_Zoning_4="Hit the opponent with a Projectile when they walk forward."
- Str_Zoning_5="Hit the opponent with a Projectile as they land."
- Str_Zoning_6="Hit the opponent out of the air with Summon Lightning."
- Str_Zoning_7="Hit the opponent out of the air with a Jumping Attack."
- Str_Zoning_8="Quickly Dash Backward between throwing Projectile Attacks."
- Str_Zoning_9="Perform the side switching Jump Attack Kombo to get out of the Korner."
- Str_Zoning_9B="Switch Sides using Sparkport after a Kombo to get out of the Korner."
- Str_Zoning_10="Amplify Lightning Bolt."
- Str_Zoning_11="Perform an Amplified Lightning Bolt against a Blocking opponent, then Dash Backwards."
- Str_Zoning_12="Perform Electric Current for a Low Projectile."
- Str_Zoning_13="Perform Lightning Strike for a Mid Projectile."
- Str_Zoning_14="Attempt to hit Scorpion with a Lightning Bolt when he performs Hell Port"
- Str_Zoning_15="Block and Punish Hell Port with a Kombo."
- Str_Zoning_Input2="Execute [Away][Towards][FP] 3 times quickly."
- Str_CounterZoning_Desc1="LESSON: FIGHTING ZONERS\nCertain characters excel at long range kombat and [YEL]Zoning[CLR]. These kinds of\nopponents will attempt to keep you at a distance to maintain an advantage,\nbut you have several options to close the gap and gain the upper hand."
- Str_CounterZoning_Desc2="Though necessary at times, you'll want to minimize\nthe number of [YEL]Projectile[CLR] attacks that you [YEL]Block[CLR]."
- Str_CounterZoning_Desc3="Each [YEL]Blocked Projectile[CLR] deals a meaningful amount of [YEL]Block Damage[CLR]\nand pushes you back slightly to keep you at a distance. Several\n[YEL]Blocked Projectiles[CLR] can be just as effective as a successful hit."
- Str_CounterZoning_Desc4="Instead of [YEL]Blocking[CLR], do your best to evade the opponent's attacks at range.\nMost [YEL]Projectile Attacks[CLR] are [YEL]High Attacks[CLR], which means you can\nsafely [YEL]Duck[CLR] without [YEL]Blocking[CLR] to avoid them without taking any damage."
- Str_CounterZoning_Desc5="Typically your most reliable way to approach a [YEL]Zoning[CLR] opponent is\nto [YEL]Duck[CLR] under their [YEL]High Projectiles[CLR], then patiently walk forward."
- Str_CounterZoning_Desc6="You can also jump over most [YEL]Projectiles[CLR], giving you an option\nto approach while avoiding the attack at the same time."
- Str_CounterZoning_Desc7="Don't jump over [YEL]Projectiles[CLR] too predictably, as you can't [YEL]Block[CLR] while [YEL]Jumping[CLR]. The\nopponent can adjust the timing of [YEL]Projectiles[CLR] to hit you as you're landing, and some\ncharacters have airborne [YEL]Projectile Attacks[CLR] that can easily hit a poorly timed jump."
- Str_CounterZoning_Desc8="Watch for [YEL]Projectiles[CLR] that are [YEL]Mid[CLR] or [YEL]Low Attacks[CLR] that can't be\n[YEL]Ducked[CLR] under. These attacks must be [YEL]Blocked[CLR] or evaded by [YEL]Jumping[CLR]."
- Str_CounterZoning_Desc9="Be aware of the weaknesses of your opponent's [YEL]Mid[CLR] and\n[YEL]Low Projectile Attacks[CLR]. Most cost [YEL]Gauge[CLR] to perform, or have longer\n[YEL]Start Up[CLR] or [YEL]Recovery[CLR] periods that make them risky to use frequently."
- Str_CounterZoning_Desc10="Liu Kang's [LBL]Low Fireball[CLR] has a slower [YEL]Start Up[CLR] and\n[YEL]Recovery[CLR] than his [LBL]Fireball[CLR], giving you more time to [YEL]Jump[CLR]\nover the [YEL]Low Projectile[CLR], then [YEL]Duck[CLR] a second [YEL]High Projectile[CLR]."
- Str_CounterZoning_Desc11="You can also use a well timed [YEL]Quick Jump[CLR] to evade a [YEL]Low Projectiles[CLR]. You can't\nadvance during a [YEL]Quick Jump[CLR] but you'll recover earlier than a normal [YEL]Jump[CLR], giving\nyou more time to [YEL]Walk[CLR] or [YEL]Dash Forward[CLR] before your opponent starts their next attack."
- Str_CounterZoning_Desc12="Some attacks such as Sub Zero's [LBL]Slide[CLR] let you advance while [YEL]Ducking[CLR]\nunder [YEL]High Projectiles[CLR]. While this attack is vulnerable if [YEL]Blocked[CLR], it can be\neffective if your opponent is using [YEL]High Projectiles[CLR] too predictably."
- Str_CounterZoning_Desc13="Once you've closed in on a [YEL]Zoning[CLR] opponent, watch for opportunities\nto [YEL]Duck[CLR] and [YEL]Punish[CLR] their [YEL]Projectile[CLR] with a far reaching attack."
- Str_CounterZoning_Desc14="A [YEL]Jump In Attack[CLR] can also be a good option if the\nopponent commits to a [YEL]Projectile[CLR] attack when too close."
- Str_CounterZoning_Desc15="Most [YEL]Zoners[CLR] will try to retreat to maintain their ideal kombat distance.\nYou can use this to your advantage by slowly backing them into a [YEL]Korner[CLR].\nA [YEL]Kornered[CLR] opponent has no more room to back up and keep you at a distance."
- Str_CounterZoning_Desc16="You'll inevitably take some hits from a [YEL]Zoning[CLR] opponent. Do your best to not\nget frustrated when this happens. Play patiently, focus on avoiding more damage,\nand wait for opportunities to move into a range where you can fight back."
- Str_CounterZoning_Desc17="If you're [YEL]Knocked Down[CLR] by a [YEL]Zoner[CLR], you can use a [YEL]Forward Getup Roll[CLR]\nto regain some ground. You'll be [YEL]Invulnerable[CLR] to all incoming\nattacks except [YEL]Throws[CLR] during the beginning of the [YEL]Getup Rolls[CLR]."
- Str_CounterZoning_Desc18="Remember that you're briefly vulnerable to attack at the end of a [YEL]Getup Roll[CLR]. If the\nopponent predicts your [YEL]Getup Roll[CLR], they can [YEL]Punish[CLR] you with a well timed attack."
- Str_CounterZoning_Desc19="When two characters perform [YEL]Projectile Attacks[CLR] at the same time,\nthey will usually [YEL]Trade[CLR] hits and both characters will take damage.\nThese types of [YEL]Trades[CLR] typically favor the character with the most health."
- Str_CounterZoning_Desc20="You can use [YEL]Trades[CLR] to your advantage if your character has a [YEL]Projectile[CLR] that\ncan start a [YEL]Kombo[CLR] after a [YEL]Trade[CLR]. You may take some damage from the incoming\n[YEL]Projectile[CLR], but you can deal significantly more damage to your opponent."
- Str_CounterZoning_1="Block 3 Projectile Attacks and observe the total Block Damage you receive."
- Str_CounterZoning_2="Duck to evade the opponent's Projectile Attack."
- Str_CounterZoning_3="Walk forward while ducking under the opponent's Projectile attacks."
- Str_CounterZoning_4="Jump to evade the opponent's Projectile Attack."
- Str_CounterZoning_5="Block the Low Projectile Attack."
- Str_CounterZoning_6="Jump to evade the opponent's Low Projectile Attack."
- Str_CounterZoning_7="Forward Jump the Low Projectile Attack, then Duck under the High Projectile Attack"
- Str_CounterZoning_8="Quick Jump over the Low Projectile Attack, Dash Forward, then Duck under the High Projectile Attack"
- Str_CounterZoning_9="Perform a Slide to attack while Ducking under the High Projectile Attack"
- Str_CounterZoning_10="Duck under the High Projectile Attack, then Punish with a far reaching attack."
- Str_CounterZoning_11="Jump over the Projectile Attack\nand Punish with a Jump Attack Kombo"
- Str_CounterZoning_12="Walk forward while ducking under the Projectile\nattacks to back the opponent into the Korner."
- Str_CounterZoning_13="Use a Forward Getup Roll after being Knocked Down to close in on your opponent."
- Str_CounterZoning_14="Executing a Kombo after Trading Hits using Ice Ball"
- Str_CounterZoning_Input1="[Towards], then [Down] under Projectiles."
- Str_Neutral_Desc1="LESSON: GROUNDED NEUTRAL\nThe [YEL]Neutral Game[CLR] describes scenarios where no player has an\nimmediate advantage, and both players are free to attack, [YEL]Block[CLR], or move."
- Str_Neutral_Desc2="When playing the [YEL]Neutral Game[CLR], your goal is to land successful\nattacks while avoiding your opponent's, and put yourself in a situation\nwhere you have a positional advantage or [YEL]Frame Advantage[CLR]."
- Str_Neutral_Desc3="Knowing the ranges of your different attacks is very important in [YEL]Neutral[CLR] situations.\nWhen the opponent is in a space that you can hit, it becomes more dangerous for\nthem to take an action, since you can interrupt them with an attack at any moment."
- Str_Neutral_Desc4="Use the threat of your attacks to limit your opponent's options when they're\nin range. You don't necessarily need a hit, since some [YEL]Blocked[CLR] attacks have\n[YEL]Frame Advantage[CLR] that can lead to [YEL]Pressure[CLR] and an offensive advantage."
- Str_Neutral_Desc5="Your faster attacks are more difficult for the opponent to react\nto and can interrupt their actions more easily, while longer ranged\nattacks can threaten and control more space in front of you."
- Str_Neutral_Desc6="Your opponent will also attempt to control space by threatening you\nwith their attacks. You'll be more successful in the [YEL]Neutral Game[CLR] if you\nlearn the ranges of the opponent's best mid and long range attacks."
- Str_Neutral_Desc7="A character's farthest reaching attacks will often move the character forward to\ncover more space. This can be very effective in neutral situations to close the gap for\na [YEL]Kombo[CLR] or [YEL]Pressure[CLR], but it can be risky if this kind of attack misses entirely."
- Str_Neutral_Desc8="A character is vulnerable to a [YEL]Punish[CLR] if they miss their attack in the [YEL]Neutral[CLR], especially\nif the attack moves forward or has longer [YEL]Recovery[CLR]. Stay just outside the range\nof the opponent's attacks, [YEL]Punishing[CLR] them during their [YEL]Recovery[CLR] if they miss."
- Str_Neutral_Desc9="The opponent will not move into the range of your attacks if they\nuse a stationary attack, but you can use a well timed advancing\nattack to [YEL]Punish[CLR] them if you're just outside of their range."
- Str_Neutral_Desc10="Some characters can use weapons to extend their attack range beyond their body.\nThis kind of attack is effective at controlling space in [YEL]Neutral[CLR] situations since you\ncan attack with less risk of getting hit by an opponent that may attack at the same time."
- Str_Neutral_Desc11="It's even possible to hit the extended limbs of an opponent if you can anticipate\nwhen they'll attack. When timed correctly, this allows your attack to connect\nwith an opponent that's standing well beyond the move's normal range."
- Str_Neutral_Desc12="Your far reaching attacks can threaten a significantly larger space if you\n[YEL]Punish[CLR] the opponent after they've miss with an advancing attack."
- Str_Neutral_Desc13="In [YEL]Neutral[CLR] play, you'll want to stay outside the range of the opponent's\nbest attacks, while keeping the opponent inside the range of your\nbest attacks. You'll need to stay mobile to maintain your ideal spacing."
- Str_Neutral_Desc14="When you're just within range of an opponent's attack,\nyou can walk backwards just as they strike to make\nthem miss, giving you an opportunity to [YEL]Punish[CLR]."
- Str_Neutral_Desc15="You can't move and [YEL]Block[CLR] at the same time. Evading an attack instead of [YEL]Blocking[CLR]\ncan create opportunities to [YEL]Punish[CLR] a miss, but it comes with some risk of taking a hit\nif you misjudge your distance, timing, or which attack the opponent will perform."
- Str_Neutral_Desc16="If you're confident that a nearby opponent will use a [YEL]High Attack[CLR] in a [YEL]Neutral[CLR]\nsituation, you can evade by [YEL]Ducking[CLR] and interrupt them with a [YEL]Ducking Attack[CLR].\nRemember that you're still vulnerable to other types of attacks while [YEL]Ducking[CLR]."
- Str_Neutral_Desc17="If you're confident that a nearby opponent will use a [YEL]Low Attack[CLR] in a [YEL]Neutral[CLR]\nsituation, you can evade and kounter their attack with a [YEL]Quick Jump Attack[CLR]."
- Str_Neutral_Input0="Use a long range Basic Attack to interrupt the opponent's action."
- Str_Neutral_Input1="Observe the range of your attacks:\nStraight Punch has a 7 Frame Start Up."
- Str_Neutral_Input2="Observe the range of your attacks:\nSide Strike has an 8 Frame Start Up."
- Str_Neutral_Input3="Observe the range of your attacks:\nLow Jab has a 7 Frame Start Up."
- Str_Neutral_Input4="Observe the range of your attacks:\nStep Kick has a 11 Frame Start Up."
- Str_Neutral_Input5="Observe the range of your attacks:\nSweep has a 13 Frame Start Up."
- Str_Neutral_Input6="Observe the range of your attacks:\nShin Strike has a 16 Frame Start Up."
- Str_Neutral_Input7="Observe the range of your attacks:\nQuick Kick has a 11 Frame Start Up."
- Str_Neutral_Input8="Observe the range of your attacks:\nGut Slice has a 14 Frame Start Up."
- Str_Neutral_Input9="Observe the range of your attacks:\nFlick Kick has a 13 Frame Start Up."
- Str_Neutral_Input10="Observe the range of your attacks:\nFlip Kick has a 27 Frame Start Up."
- Str_Neutral_Input11="Observe the range of your attacks:\nRising Cut has a 15 Frame Start Up."
- Str_Neutral_Input12="Observe the range of the opponent's attacks and Block."
- Str_Neutral_Input13="Punish the opponent during the Recovery\nof their advancing attack after they move into range."
- Str_Neutral_Input14="Punish the opponent during the Recovery\nof their attack with a forward advancing attack."
- Str_Neutral_Input15="Punish the opponent during the Recovery\nof their attack with a weapon attack."
- Str_Neutral_Input16="Hit the opponent's extended limb during the Recovery of their attack."
- Str_Neutral_Input16B="Hit the opponent's extended limb during their attack."
- Str_Neutral_Input17="Walk backwards to evade the opponent's attack,\nthen Punish during their Recovery."
- Str_Neutral_Input18="Evade and Punish a High Attack with a Ducking Attack."
- Str_Neutral_Input19="Evade and Punish a Low Attack with a Quick Hop Attack."
- Str_AntiAir_Desc1="LESSON: ANTI AIR\nWatch out for [YEL]Jump In Attacks[CLR] from your opponent. They're an effective\nway to avoid many of your moves while advancing and attacking,\nand they can be used to start an offensive [YEL]Kombo[CLR] on hit or [YEL]Block[CLR]."
- Str_AntiAir_Desc2="Though effective, [YEL]Jump Ins[CLR] are vulnerable to attack since a character\ncannot [YEL]Block[CLR] while [YEL]Jumping[CLR]. Several of your moves are effective [YEL]Anti Air Attacks[CLR]\nthat can reliably hit the opponent during a [YEL]Jump Attack[CLR] if timed correctly."
- Str_AntiAir_Desc3="Most characters can use [Down][+][BP] as an effective [YEL]Anti Air Attack[CLR]\nbecause it hits an area above and in front of the character. Its fast [YEL]Start Up[CLR]\ngives you enough time to react and attack after you see the opponent jump."
- Str_AntiAir_Desc4="Watch out for far reaching [YEL]Jump In Attacks[CLR] that can cover a wide area,\nlike Kabal's [LBL]Blade Punch[CLR]. These types of attacks can be more difficult\nto kounter with a grounded [YEL]Basic Attack[CLR] without getting hit."
- Str_AntiAir_Desc5="Experiment with other attacks that can act as effective\n[YEL]Anti Air Attacks[CLR]. Look for attacks that can hit above the\ncharacter, have short [YEL]Start Up Frames[CLR], or have long [YEL]Active Frames[CLR]."
- Str_AntiAir_Desc6="Some characters have [YEL]Anti Air Projectile Attacks[CLR] that can cover a wide area and hit [YEL]Jumping[CLR]\ncharacters from a distance. They usually have longer [YEL]Start Up[CLR], so you'll have a harder time\nusing them on reaction. You may have to anticipate when your opponent will [YEL]Jump[CLR]."
- Str_AntiAir_Desc7="The upward angle of [YEL]Anti Air Projectile Attacks[CLR] can leave you open to\nattacks from the ground, so be careful not to use them recklessly."
- Str_AntiAir_Desc8="One of the best ways to kounter a [YEL]Jump In[CLR] is with your own [YEL]Jumping Attack[CLR].\nMany characters have a [YEL]Jumping Attack[CLR] with fast [YEL]Start Up[CLR] and longer [YEL]Active Frames[CLR],\nmaking them good for catching opponents that are jumping forward."
- Str_AntiAir_Desc9="A [YEL]Jumping Attack[CLR] from a forward [YEL]Jump[CLR] can cover a wider area\nthan an attack from an upward [YEL]Jump[CLR], but you'll be easier to hit if your\nopponent anticipates your [YEL]Jump[CLR] and uses their own [YEL]Anti Air Attack[CLR]."
- Str_AntiAir_Desc10="Some [YEL]Anti Air Attacks[CLR] can lead to a [YEL]Kombo[CLR] after a\nsuccessful hit. Consistently [YEL]Punish[CLR] your opponent's [YEL]Jump Ins[CLR] with a\n[YEL]Kombo[CLR] to scare them into using this useful option less frequently."
- Str_AntiAir_Desc11="If a character performs a [YEL]Jumping Attack[CLR] and misses, they'll have a brief\n[YEL]Recovery[CLR] period after they land during which they cannot move, attack, or [YEL]Block[CLR]."
- Str_AntiAir_Desc12="If your opponent performs a [YEL]Jumping Attack[CLR] from their maximum range, you can\nwalk backwards to make them miss, then [YEL]Punish[CLR] them as they [YEL]Recover[CLR] after landing."
- Str_AntiAir_1="Block the opponent's Kombo from a Jump In Attack."
- Str_AntiAir_2="Hit the opponent out of the air during their Jump In Attack."
- Str_AntiAir_3="Hit the opponent out of the air using a Anti Air Projectile Attack."
- Str_AntiAir_4="Hit the opponent out of the air with a Upward Jump Attack."
- Str_AntiAir_5="Hit the opponent out of the air with a Forward Jump Attack."
- Str_AntiAir_6="Hit the opponent out of the air during their\nJump In Attack, then follow up with a Juggle Kombo."
- Str_AntiAir_7="Walk Backwards to cause the opponent's Jump In Attack to miss,\nthen Punish with Sweeping Storm after they land."
- Str_AntiAir_Input1="[Away], then [Down][+][BK] as the opponent lands."
- Str_MeterManagement_Desc1="LESSON: GAUGE MANAGEMENT\nYour [YEL]OD Gauge[CLR] is a vital resource that you'll need to carefully manage when\nfacing a skilled opponent. Even if you have less health than your opponent,\nyour [YEL]Gauge[CLR] can help you gain the upper hand when used effectively."
- Str_MeterManagement_Desc2="Your [YEL]Gauge[CLR] will recover over time after it's been spent. Generally, spending\n[YEL]Gauge[CLR] less frequently means you'll have more of your abilities available to you more\noften. Try to save your [YEL]Gauge[CLR] for opportunities that will get you the most benefit."
- Str_MeterManagement_Desc3="Rapidly spending your [YEL]Gauge[CLR] means you won't have access to important options as you wait for your [YEL]Gauge[CLR] to recover. Try not to over extend yourself by kompletely draining your Offensive or Defensive [YEL]Gauge[CLR] unless there's a substantial reward for doing so."
- Str_MeterManagement_Desc4="Your [YEL]Offensive Gauge[CLR] is valuable for extending [YEL]Kombos[CLR], but it's usually efficient to\n[YEL]Amplify[CLR] only one [YEL]Special Move[CLR] per [YEL]Kombo[CLR]. [YEL]Amplifying[CLR] a second will add significantly\nless damage to the [YEL]Kombo[CLR] than the first due to [YEL]Damage[CLR] and [YEL]Gravity Scaling[CLR]."
- Str_MeterManagement_Desc4B="While it can be less efficient to spend your entire [YEL]Offensive Gauge[CLR]\non a single [YEL]Kombo[CLR], it can a good choice in cases where\nthe additional damage is critical to win a round."
- Str_MeterManagement_Desc5="[YEL]Offensive Gauge[CLR] is useful for more than just extending [YEL]Kombos[CLR]. Some [YEL]Special Moves[CLR]\ncan be [YEL]Amplified[CLR] to make an attack [YEL]Safe on Block[CLR] or deal additional [YEL]Block Damage[CLR]\nthat can be difficult or impossible for the opponent to avoid."
- Str_MeterManagement_Desc6="Most abilities only require half of your [YEL]Offensive Gauge[CLR].\nSpending half to [YEL]Amplify[CLR] a single [YEL]Special Move[CLR] when your [YEL]Gauge[CLR]\nis full will not prevent you from using other [YEL]Gauge[CLR] abilities."
- Str_MeterManagement_Desc7="Which [YEL]Special Move[CLR] you [YEL]Amplify[CLR] can affect the rate at which your [YEL]Gauge[CLR]\nrecovers. Generally, [YEL]Amplifying[CLR] a [YEL]Special Moves[CLR] that allow for a [YEL]Kombo[CLR]\nfollow up will cause your [YEL]Gauge[CLR] to recover more slowly afterwards."
- Str_MeterManagement_Desc8="[YEL]Getup Attacks[CLR] are valuable for turning the tables on an aggressive opponent when\nyou've been [YEL]Knocked Down[CLR]. They cost half of your [YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR],\npreventing [YEL]Breakaways[CLR] but allowing other [YEL]Gauge[CLR] abilities until you fully recovers."
- Str_MeterManagement_Desc8B="[YEL]Getup Rolls[CLR] are an alternative to [YEL]Getup Attacks[CLR] if you've spent your\n[YEL]Offensive Gauge[CLR], but still have half of your [YEL]Defensive Gauge[CLR]. You can\neven [YEL]Punish[CLR] an opponent if they commit to a slower attack as you [YEL]Getup[CLR]."
- Str_MeterManagement_Desc9="It's valuable to have [YEL]Gauge[CLR] available, even when you don't use it. The possibility of a\n[YEL]Getup Attack[CLR] makes it riskier for your opponent to attack you after a [YEL]Knockdown[CLR]. If you\ndon't have [YEL]Gauge[CLR], it's safer for your opponent to aggressively attack as you get up."
- Str_MeterManagement_Desc10="[YEL]Block Attacks[CLR] are the most difficult to use [YEL]Gauge[CLR] ability since they require a\n[YEL]Flawless Block[CLR] and precisely timed inputs to perform. When used correctly, they're\nhighly effective at turning the tide on an opponent that's applying [YEL]Block Pressure[CLR]."
- Str_MeterManagement_Desc11="Like [YEL]Getup Attacks[CLR], a [YEL]Block Attack[CLR] costs half of your\n[YEL]Offensive[CLR] and [YEL]Defensive Gauge[CLR], preventing [YEL]Breakaways[CLR] but\nallowing other [YEL]Gauge[CLR] abilities until you fully recovers."
- Str_MeterManagement_Desc12="The possibility of a [YEL]Block Attack[CLR] makes it riskier for your opponent to apply\n[YEL]Block Pressure[CLR]. If you don't have [YEL]Gauge[CLR] available when [YEL]Blocking[CLR], your\nopponent can attack more aggressively and keep you on the defense."
- Str_MeterManagement_Desc13="An [YEL]Breakaway[CLR] is your only ability that can get you out of a [YEL]Kombo[CLR] that's already started,\nbut it will cost all of your [YEL]Defensive Gauge[CLR]. Your defensive options will be limited for\nsome time after an [YEL]Breakaway[CLR], but you'll still be able to [YEL]Amplified Special Moves[CLR]."
- Str_MeterManagement_Desc14="The high cost of an [YEL]Breakaway[CLR] means you should only\nuse one when it will avoid a significant amount of [YEL]Damage[CLR]."
- Str_MeterManagement_Desc15="A [YEL]Getup Roll[CLR] spends half of your [YEL]Defensive Gauge[CLR], only preventing [YEL]Breakaways[CLR] until your [YEL]Gauge[CLR] fully recovers. Using this option too frequently will limit your defensive options for some time, making it easier for your opponent to play more aggressively."
- Str_MeterManagement_1="Extend a Kombo by Amplifying a Special Move"
- Str_MeterManagement_1B="Extend a Kombo by Amplifying a Special Move Twice"
- Str_MeterManagement_2="Amplifying a Blade Spark to make your Block Pressure Safe"
- Str_MeterManagement_3="Interrupt the attacking opponent with an Invulnerable Getup Attack as you Getup"
- Str_MeterManagement_3B="Perform a Forward Getup Roll, then Pinish the opponent"
- Str_MeterManagement_4="Without Gauge, you must Block\nthe opponent's Attack as you get up"
- Str_MeterManagement_5="Flawless Block the second attack of the opponent's\nBlock Pressure, then interrupt them with a Block Attack"
- Str_MeterManagement_6="Without Gauge, you must Block all of the opponent's attacks"
- Str_MeterManagement_7="Perform a Breakaway after 3 hits of the opponent's Juggle Kombo"
- Str_MeterManagement_Input="then rapidly press [FK]\n[R2][,] short delay [R2]."
- Str_MeterManagement_Input1="Block one attack, [Down][+][R2] just as the second attack connects, [Up][+][BP] immediately."
- Str_MeterManagement_Input2="[Down][+][R2] when launched into the air."
- Str_MeterManagement_Input3=[Towards][+][L2] while rising from a knockdown, then
- Str_SuperManagement_Desc1="LESSON: FATAL BLOW MANAGEMENT\nYour [YEL]Fatal Blow[CLR] is a powerful attack that's only available when you're low on health,\nbut it can't be used again for the entire match if it successfully hits."
- Str_SuperManagement_Desc2="A successful hit from a [YEL]Fatal Blow[CLR] will cause very\nhigh damage, making useful as a [YEL]Kombo[CLR] ender."
- Str_SuperManagement_Desc3="Since a [YEL]Fatal Blow[CLR] does not cost [YEL]OD Gauge[CLR], you can use it in the\nsame [YEL]Kombo[CLR] as an [YEL]Amplified Special Move[CLR] to deal significant damage."
- Str_SuperManagement_Desc4="The [YEL]Fatal Blow's Armor[CLR] makes it an effective and easy to use\n[YEL]Reversal Attack[CLR] that can interrupt the opponent's [YEL]Block Pressure[CLR]."
- Str_SuperManagement_Desc5="Avoid using your [YEL]Fatal Blow[CLR] recklessly. If you spend your\n[YEL]Fatal Blow[CLR] during first [YEL]Round[CLR] of a match but lose that [YEL]Round[CLR],\nyou'll be at a disadvantage in the second and third [YEL]Rounds[CLR]."
- Str_SuperManagement_Desc6="Try to save your [YEL]Fatal Blow[CLR] for when you need it most.\n[YEL]Fatal Blows[CLR] are most effective when used to finish off\nan opponent during a close [YEL]Round[CLR]."
- Str_SuperManagement_1="End a Kombo with your Fatal Blow"
- Str_SuperManagement_2="End a Korner Kombo with your Fatal Blow"
- Str_SuperManagement_3="Interrupt the opponent with a Reversal Fatal Blow\nduring a Gap in their Block Pressure"
- Str_SuperManagement_Input1="Block two hits, then [L2][+][R2] just as you Recover."
- Blocking_Hint1=Tip: Try holding Down to Block the faster Low Attacks, then react and stand when you see a slower Overhead Attack start.
- JustFram_Hint1="Tip: Amplify timing can vary with each Special Move. View the Demo if you're not sure when to press the button."
- ComboStarter_Hint1=Straight Chop is a High Attack that Starts Up in 8 Frames.
- SpecialCancel_Hint1="Tip: If you're having trouble Special Canceling, you may need to finish inputting the Special Move sooner. Don't wait for the first attack to hit."
- SpecialCancel_Hint2="Tip: You don't need to wait for your Kombo Attack String to finish when Canceling, you can start inputting the Special Move as soon as you finish pressing the previous buttons."
- ReleaseCheck_Hint1="Tip: If you're Canceling at the wrong time or into the wrong move, try turning off RELEASE CHECK in your CONTROLS. Inputting Special Moves will be less forgiving, but more precise."
- Reversal_Hint1="Tip: When performing a Special Move as a Reversal Attack, the timing of the final button press is most important."
- Reversal_Hint2="Tip: When performing a Back Dash as a Reversal Attack, the timing of the final input is most important."
- Reversal_Hint3="Tip: A "Reversal" message will appear if you successfully time a Special Move to start on the first possible moment after Blocking an Attack."
- Reversal_Hint4="Tip: A "Reversal" message will appear if you successfully time a Supermove to start on the first possible moment after Blocking an Attack."
- AirEscapes_Hint1="Tip: Perform the input for the Breakaway\njust after your character reaches the peak\nof their arc in the air."
- FrameTrap_Hint1="Tip: Execute the Kombo Attack String as soon as you Recover from your first attack. Don't leave a big enough gap for the opponent to kounter attack."
- FrameTrap_Hint2="Tip: Execute the attacks in the Block Pressure sequence as quickly as possible. Don't leave a big enough gap for the opponent to kounter attack."
- FrameTrap_Hint3="Tip: Execute the attacks in the Pressure sequence as quickly as possible. Don't leave a big enough gap for the opponent to kounter attack."
- Jail_Hint1="Tip: The timing is specific, you must connect with the second attack before the opponent recovers from the first attack."
- DefensePressure_Hint2="Tip: A Reversal message will appear below your health bar when you've timed your Reversal Back Dash correctly."
- MeterManagement_Hint1="Tip: Punishing the opponent with Baraka's Outworld Bash will activate a Krushing Blow that can start a Juggle Kombo."
- JumpIn_Hint1="Tip: To Kombo a Jumping Punch into a grounded Kombo Attack, you should start inputting your Kombo Attack BEFORE your character lands."
- JumpIn_Hint2="Tip: To Kombo a Jumping Kick into a grounded Basic Attack, you should finish inputting your grounded Basic Attack AFTER your character lands."
- JumpIn_Hint3="Tip: To Kombo a Jumping Punch into a grounded attack, you should start inputting your grounded attack BEFORE your character lands."
- Punish_Hint1="Tip: A "Punish" message will appear if you\nsuccessfully hit the opponent as they're\nRecovering from an attack."
- FlawlessBlock_Hint1="Tip: A Flawless Block can be challenging to perform. You must press the Block button just as the opponent's attack connects."
- FlawlessBlock_Hint2="Tip: A Flawless Block can be challenging to perform. You must press the Block button at the exact moment that the opponent's attack connects."
- BlockAttack_Hint1="Tip: A Block Attack can only be performed immediately after a Flawless Block."
- Adv_WakeupAttack_1_Hint="There is a brief window as you getup from a knockdown to perform a Getup Attack. View the Demo if you are having trouble with the timing."
- Adv_WakeupRoll_1_Hint="There is a brief window as you getup from a knockdown to perform a Getup Roll. View the Demo if you are having trouble with the timing."
- FrameAdv_Hint1="Tip: To progress, wait for both characters to finish Recovering from the attack."
- Tut_Baraka_Intro="Baraka has a variety mid range attacks with surprisingly\nfast [YEL]Start Up[CLR] that can [YEL]Mix Up[CLR] the opponent or control\nthe space in front of him during [YEL]Neutral[CLR] play."
- Tut_Baraka_Desc1A="[LBL]Blade Spark[CLR] is a [YEL]Projectile[CLR] with fast [YEL]Start Up[CLR] that becomes [YEL]Safe on Block[CLR]\nif it connects when the opponent is farther than close range."
- Tut_Baraka_Desc1B="[YEL]Amplify[CLR] [LBL]Blade Spark[CLR] to fire a second [YEL]Projectile[CLR] that hits [YEL]Mid[CLR]. You can\nadd extra [YEL]Block Damage[CLR] to the end of a [YEL]Kombo Attack String[CLR] if the\nopponent is pushed back far enough to make this attack [YEL]Safe on Block[CLR]."
- Tut_Baraka_Desc2A="[LBL]Blade Charge[CLR] is [YEL]Unsafe on Block[CLR], but it has a fast [YEL]Start Up[CLR] and can hit a significant area\nin front of Baraka. This attack can be difficult to react to in [YEL]Neutral[CLR] situations, so you can\nuse the threat of it to scare the opponent into [YEL]Blocking[CLR] instead of moving or attacking."
- Tut_Baraka_Desc2B="Hold [Away] after a successful hit with [LBL]Blade Charge[CLR]\nto position the opponent behind you."
- Tut_Baraka_Desc3="[LBL]War Banner[CLR] increases the damage of all of Baraka's attacks\nfor a short time. A successful hit from Baraka's [YEL]Fatal Blow[CLR] will\nalso plant the [LBL]War Banner[CLR], providing the same damage bonus."
- Tut_Baraka_Desc4A="[LBL]Blade Swipe[CLR] has fantastic [YEL]Start Up[CLR] speed for an attack with its range. While this\nattack is [YEL]Safe on Block[CLR], it's a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
- Tut_Baraka_Desc4B="Kontinue [LBL]Blade Swipe[CLR] into [LBL]Bloody Mess[CLR] for a [YEL]Kombo Attack String[CLR]\nthat covers more ground and has [YEL]Frame Advantage[CLR] on [YEL]Block[CLR]."
- Tut_Baraka_Desc5="[LBL]Leg Chop[CLR] is a [YEL]Low Attack[CLR] with great range, fast [YEL]Start Up[CLR] and [YEL]Recovery[CLR],\nand it's [YEL]Safe on Block[CLR]. Use this attack to keep mobile opponents in check."
- Tut_Baraka_Desc6="The first hit of [LBL]Cutting Lose[CLR] is a [YEL]Low Attack[CLR] with decent range and speed.\nEach hit of this [YEL]Kombo Attack String[CLR] is [YEL]Safe on Block[CLR] in most situations."
- Tut_Baraka_Desc7="[LBL]Lunging Blades[CLR] is a slower [YEL]Overhead Attack[CLR], but it has fantastic\nrange and it's [YEL]Safe on Block[CLR]. Use this attack to keep [YEL]Ducking[CLR] opponents\ntheir toes when they're expecting one of your faster [YEL]Low Attacks[CLR]."
- Tut_Baraka_Desc8="[LBL]Knee Lunge[CLR] is an advancing [YEL]Mid Attack[CLR] with great range.\nThe [LBL]Doom Kicks[CLR] [YEL]Attack String[CLR] can quickly extend the\nknee's range, and both attacks are [YEL]Safe on Block[CLR]."
- Tut_Baraka_Desc9="[LBL]Outworld Bash[CLR] starts with a quick [YEL]High Attack[CLR] and ends with an [YEL]Overhead[CLR] that is\n[YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack String[CLR] interrupts the opponent during an\nattack, it will trigger a [YEL]Krushing Blow[CLR] that will launch for a [YEL]Kombo[CLR]."
- Tut_Baraka_2B="Throw the opponent behind you after Blade Charge"
- Tut_Cage_Intro="Cage Intro"
- Tut_Cage_Desc1="Cage Desc 1"
- Tut_Cassie_Intro="Cassie Intro"
- Tut_Cassie_Desc1="Cassie Desc 1"
- Tut_Cetrion_Intro="Cetrion Intro"
- Tut_Cetrion_Desc1="Cetrion Desc 1"
- Tut_CyberFrost_Intro="Frost Intro"
- Tut_CyberFrost_Desc1="Frost Desc 1"
- Tut_DVorah_Intro="D'Vorah Intro"
- Tut_DVorah_Desc1="D'Vorah Desc 1"
- Tut_ErronBlack_Intro="ErronBlack Intro"
- Tut_ErronBlack_Desc1="ErronBlack Desc 1"
- Tut_Jacqui_Intro="Jacqui Intro"
- Tut_Jacqui_Desc1="Jacqui Desc 1"
- Tut_Jade_Intro="Jade is well equipped to limit the opponent's options depending on the\nsituation they're in. She has access to a variety of mid range staff attacks,\nspace controlling [LBL]Razor Rangs[CLR], and [YEL]Projectile[CLR] countering [YEL]Special Moves[CLR]."
- Tut_Jade_Desc1A="While it takes some time for [LBL]Razor Rang[CLR] to travel forward, Jade can begin to\nmove while the attack is still [YEL]Active[CLR] and controlling space. If this attack connects\noutside of close range, it will lead to significant [YEL]Hit[CLR] or [YEL]Block Advantage[CLR]."
- Tut_Jade_Desc1B="Jade can follow up with a second [YEL]Projectile[CLR] by [YEL]Amplifying[CLR] [LBL]Razor Rang[CLR]."
- Tut_Jade_Desc2A="Jade's [LBL]Blazing Nitro Kick[CLR] is an advancing attack with quick [YEL]Start Up[CLR] that is\n[YEL]Unsafe on Block[CLR]. Its range and speed makes it useful for [YEL]Punishing[CLR] missed\nattacks. This is a [YEL]High Attack[CLR], so it can be evaded by a [YEL]Ducking[CLR] opponent."
- Tut_Jade_Desc2B="[YEL]Amplify[CLR] [LBL]Blazing Nitro Kick[CLR] to add an additional\nattack that switches sides with the opponent."
- Tut_Jade_Desc3="While [LBL]Deadly Butterfly[CLR] is [YEL]Unsafe on Block[CLR], it is useful as a\n[YEL]Kombo[CLR] ender. If this attack hits in the [YEL]Korner[CLR], it can start\na [YEL]Juggle Kombo[CLR] if Jade follows up with a fast attack."
- Tut_Jade_Desc4="[LBL]Dodging Shadows[CLR] gives Jade temporary [YEL]Immunity[CLR] to [YEL]Projectiles[CLR]. This move will\nseverely limit the opponent's [YEL]Zoning[CLR] options, making it easier for Jade to\nmaintain her ideal spacing. Jade will lose her [YEL]Immunity[CLR] if she is hit an attack."
- Tut_Jade_Desc5A="[LBL]Temptation[CLR] allows Jade to [YEL]Parry[CLR] and counter attack an\nopponent that performs a [YEL]High[CLR], [YEL]Mid[CLR], or [YEL]Overhead Attack[CLR]\n[LBL]Temptation[CLR] can still be hit by [YEL]Low[CLR] or [YEL]Jumping Attacks[CLR]."
- Tut_Jade_Desc5B="[YEL]Amplify[CLR] [LBL]Temptation[CLR] to deal significantly more damage,\nswitch sides with the opponent, and knock them down."
- Tut_Jade_Desc6="[LBL]Wiggle Stick[CLR] a multi hitting [YEL]High Attack[CLR] with fast [YEL]Start Up[CLR]. Its excellent for controlling\nspace at mid range, and can be [YEL]Hit Confirmed[CLR] into [YEL]Special Moves[CLR] for a longer [YEL]Kombo[CLR].\nThis attack is [YEL]Unsafe on Block[CLR], and can be evaded by [YEL]Ducking[CLR] opponents."
- Tut_Jade_Desc7="[LBL]Pole Strike[CLR] is a quick [YEL]Mid Attack[CLR] with good range that can be kontinued into [YEL]Teaser[CLR] for\nan [YEL]Overhead Attack[CLR]. While both attacks are [YEL]Unsafe on Block[CLR], the opponent must risk\nbeing hit by [LBL]Teaser[CLR] if they want to [YEL]Punish[CLR] Jade for using [LBL]Pole Strike[CLR] as a single hit poke."
- Tut_Jade_Desc8="[LBL]Poll Dance[CLR] consists of two [YEL]Overhead Attacks[CLR] with slower [YEL]Start Up[CLR], but\nfantastic range. While both attacks are [YEL]Unsafe on Block[CLR], the second hit\ncan be more difficult to [YEL]Punish[CLR] if it connects at its maximum range."
- Tut_Jade_Desc9="The first hit of [LBL]Edenian Rush[CLR] is a [YEL]Low Attack[CLR] that lacks\nthe range of Jade's staff attacks, but it's followed by\ntwo advancing [YEL]Mid Attacks[CLR] that are [YEL]Safe on Block[CLR]."
- Tut_Jade_Desc10A="[LBL]Side Kick[CLR] is a fast [YEL]Mid Attack[CLR] that is [YEL]Safe on Block[CLR].\nUse this attack to catch opponents that are [YEL]Ducking[CLR]\nwithout [YEL]Blocking[CLR] to avoid Jade's many [YEL]High Attacks[CLR]."
- Tut_Jade_Desc10B="The last attack of [LBL]Fatal Attraction[CLR] has [YEL]Frame Advantage[CLR]\nif [YEL]Blocked[CLR], but there is a big enough [YEL]Gap[CLR] that a skilled\nopponent can [YEL]Perfect Block[CLR] and [YEL]Punish[CLR] Jade with a [YEL]Block Attack[CLR]."
- Tut_Jade_5A="Parry the opponent's attack with Temptation"
- Tut_Jade_5B="Parry the opponent's attack with Temptation, then Amplify"
- Tut_Jax_Intro="Jax is a devastating grappler and brawler if he can get in close to his opponent,\nespecially if he can gain offensive momentum to build his [YEL]Arm Heat[CLR]. He also has\naccess to several long range attacks like his [LBL]Thumper[CLR] and [LBL]Ground Pound[CLR]."
- Tut_Jax_Desc1A="Jaxs classic [LBL]Ground Pound[CLR] is an [YEL]Unblockable[CLR] attack\nthat can hit an opponent at any range. This attack has\nslower [YEL]Start Up[CLR] and can be evaded by [YEL]Jumping[CLR]."
- Tut_Jax_Desc1B="[YEL]Amplify[CLR] [LBL]Ground Pound[CLR] for a second [YEL]Unblockable[CLR],\nlong range attack that can be difficult to evade by [YEL]Jumping[CLR]."
- Tut_Jax_Desc2A="[LBL]Thumper[CLR] fires an arcing [YEL]Mid Projectile[CLR] that [YEL]Knocks Down[CLR]\non hit. This attack cannot be evaded by [YEL]Ducking[CLR] at mid range,\nbut it can be evaded by [YEL]Jumping[CLR]."
- Tut_Jax_Desc2B="Hold [Up] during the [YEL]Start Up[CLR] of [LBL]Thumper[CLR] to fire a\n[YEL]Projectile[CLR] with a higher arc that is effective at hitting\n[YEL]Jumping[CLR] opponents, but can be evaded by [YEL]Ducking[CLR]."
- Tut_Jax_Desc3="Jaxs metal arms will [YEL]Heat Up[CLR] every time he hits his opponent with a punch. If he\nbuilds up enough [YEL]Heat[CLR], his punch and grapple attacks will deal additional damage.\nJaxs arms will slowly cool off if he does not land additional punches."
- Tut_Jax_Desc4A="[LBL]Gotcha Grab[CLR] is a close range [YEL]Mid Attack[CLR] that is [YEL]Unsafe on Block[CLR], but great for\nending [YEL]Kombos[CLR]. If Jax sucessful hits with [LBL]Gotcha Grab[CLR], he will have an\nopportunity to hit the opponent with a series of follow up attacks."
- Tut_Jax_Desc4B="Jax can use [LBL]Pound Town[CLR] to quickly punch the opponent during\n[LBL]Gotcha Grab[CLR]. Repeatedly attack with [LBL]Pound Town[CLR] to deal\nsignificant damage and rapidly build Jaxs [YEL]Arm Heat[CLR]."
- Tut_Jax_Desc4C="[LBL]Gut Buster[CLR] lets Jax carry his opponent towards the [YEL]Korner[CLR] while\npunching them in the gut during a [LBL]Gotacha Grab[CLR]. [LBL]Gut Buster[CLR]\ncan be repeated, but not as many times as [LBL]Pound Town[CLR]."
- Tut_Jax_Desc4D="[LBL]Lay Down[CLR] will perform a slam that switch sides with the opponent without\nending [LBL]Gotcha Grab[CLR]. This attack can be combined with other [LBL]Gotcha Grab[CLR] attacks\nto deal addition damage or move the opponent towards the nearest [YEL]Korner[CLR]."
- Tut_Jax_Desc4E="[LBL]Get Outta My Face[CLR] will end [LBL]Gotcha Grab[CLR] early, dealing less damage but throwing\nthe opponent farther away. If Jax throws the opponent into a nearby [YEL]Korner[CLR],\nthey will bounce back and remain standing with [YEL]Frame Disadvantage[CLR]."
- Tut_Jax_Desc5A="Jax can use [LBL]Heat Missile[CLR] to spend a portion of his\n[YEL]Arm Heat[CLR] to fire a quick [YEL]High Projectile[CLR]."
- Tut_Jax_Desc5B="Jax can perform [LBL]Double Heat Missile[CLR] to fire a second\n[YEL]Mid Projectile[CLR] if he has additional [YEL]Heat[CLR] to spend."
- Tut_Jax_Desc6A="[LBL]Heating Up[CLR] lets Jax build a small amount of [YEL]Arm Heat[CLR] without needing to\nhit the opponent. Jax can use this move to maintain his [YEL]Heat[CLR] level if the\nopponent is trying to stay outside the range of his punches and grabs."
- Tut_Jax_Desc6B="Jax can [YEL]Amplify[CLR] [LBL]Heating Up[CLR] to gain significantly more [YEL]Arm Heat[CLR].\nIn exchange for half of his [YEL]Offensive Gauge[CLR], Jax will gain enough\n[YEL]Arm Heat[CLR] to increase his damage and have access to [LBL]Heat Missile[CLR]."
- Tut_Jax_Desc7A="[LBL]Ambushed[CLR] starts with a quick, advancing\n[YEL]Mid Attack[CLR], followed by an [YEL]Overhead Attack[CLR]."
- Tut_Jax_Desc7B="Jax can use [LBL]?[CLR] to substitute the [YEL]Overhead[CLR] in [LBL]Ambushed[CLR] with a [YEL]Low Attack[CLR] that [YEL]Knocks Down[CLR], creating a [YEL]Mix Up[CLR] opportunity."
- Tut_Jax_Desc8="[LBL]Sleep Bitch[CLR] is a [YEL]Kombo Attack[CLR] that starts with a mid range [YEL]Low Attack[CLR] and ends with a side switching [YEL]Mid Attack[CLR] that is [YEL]? on Block[CLR]."
- Tut_Jax_Desc9A="[LBL]Head Slammer[CLR] is a fast [YEL]Overhead Attack[CLR] with limited range. This attack is difficult for the opponent to react to, but it is [YEL]Unsafe on Block[CLR]."
- Tut_Jax_Desc9B="Jax can delay the start of [LBL]Head Slammer[CLR] to increase its range, make the attack [YEL]Safe on Block[CLR], and [YEL]Knock Down[CLR] the opponent on hit. If this attack is delayed long enough, it can be [YEL]Special Canceled[CLR] to start a [YEL]Kombo[CLR]."
- Tut_Jax_Desc10="[LBL]Gur Knee[CLR] is an advancing [YEL]Mid Attack[CLR] thats [YEL]? on Block[CLR]. Follow up with [LBL]Get Outta Here[CLR] for a powerful punch attack that [YEL]Knocks Down[CLR] the opponent and give Jax significant [YEL]Frame Advantage[CLR] on hit."
- Tut_Jax_3="Punch the opponent until Jax is at maximum Arm Heat"
- Tut_Jax_3_Input="Perform any Punch Attack"
- Tut_Jax_4="Perform the Gotcha Grab Kombo"
- Tut_Jax_4A_Input="then repeatedly press [FP]"
- Tut_Jax_4E="Perform the Gotcha Grab Kombo\nto bounce the opponent in the Korner"
- Tut_Kabal_Intro="Kabal's hooks swords, [LBL]Buzzsaws[CLR], and [LBL]Nomad Dash[CLR]\nmake him a dangerous fighter at mid and long range."
- Tut_Kabal_Desc1="Kabal's signature [LBL]Nomad Dash[CLR] is a high speed attack that can stun the\nopponent for an extended [YEL]Kombo[CLR], both in the [YEL]Neutral[CLR] or from a [YEL]Special Cancel[CLR].\nThis attack is vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR], so use it cautiously."
- Tut_Kabal_Desc2A="[LBL]Buzzsaw[CLR] is a [YEL]High Projectile[CLR] that is [YEL]Safe on Block[CLR] at most ranges.\nThis attack will knock down on hit, giving Kabal significant\n[YEL]Frame Advantage[CLR] to reposition or setup another attack."
- Tut_Kabal_Desc2B="[YEL]Amplify[CLR] [LBL]Buzzsaw[CLR] to make this attack briefly\n[YEL]Juggle[CLR] the opponent on hit. Kabal can [YEL]Kombo[CLR]\nthis attack into [LBL]Nomad Dash[CLR] at long range."
- Tut_Kabal_Desc2C="Kabal can throw a [LBL]Buzzsaw[CLR] in mid air. This [YEL]Projectile[CLR] is a [YEL]Mid Attack[CLR]\nthat travels downward toward the ground. You can use this attack\nto control space or cover your retreat while [YEL]Jumping[CLR] backwards."
- Tut_Kabal_Desc2D="[YEL]Amplify[CLR] a mid air [LBL]Buzzsaw[CLR] to land faster, significantly\nreducing the [YEL]Recovery[CLR] of the attack."
- Tut_Kabal_Desc3="[LBL]Hook Slam[CLR] is a side switching [YEL]Mid Attack[CLR] that is [YEL]Unsafe on Block[CLR].\nIf [LBL]Hook Slam[CLR] interrupts an opponent's attack, it can trigger a\n[YEL]Krushing Blow[CLR] that can lead to a damaging [YEL]Juggle Kombo[CLR]."
- Tut_Kabal_Desc4="[LBL]Swinging Hooks[CLR] is an advancing [YEL]Mid Attack[CLR] that\nleads to a [YEL]Knockdown[CLR] on hit. If [YEL]Blocked[CLR], Kabal will\nhave significant [YEL]Frame Advantage[CLR]."
- Tut_Kabal_Desc5="[LBL]Sweeping Hooks[CLR] is a [YEL]Low Attack[CLR] with quick [YEL]Start Up[CLR] and great range.\nWhile it is [YEL]Unsafe on Block[CLR], it can be difficult for most characters\nto [YEL]Punish[CLR] this attack if it's [YEL]Blocked[CLR] at its maximum range."
- Tut_Kabal_Desc6="[LBL]Hook Swipe[CLR] has fantastic range for a fast, [YEL]Low Attack[CLR] that is\n[YEL]Safe on Block[CLR]. You can use this attack to poke at your opponent\nwhile [YEL]Ducking[CLR] under [YEL]High Attacks[CLR] and [YEL]Projectiles[CLR]."
- Tut_Kabal_Desc7="[LBL]Maimed And Mangled[CLR] starts with a quick [YEL]Mid Attack[CLR] and ends with an [YEL]Overhead[CLR]\nthat is [YEL]Safe on Block[CLR]. If Kabal equips an [YEL]Ability[CLR] that gives him a [YEL]Low Special Move[CLR],\nhe can create a [YEL]Mix Up[CLR] by [YEL]Special Canceling[CLR] after the second attack in this [YEL]String[CLR]."
- Tut_Kabal_Desc8="The first attack in [LBL]Extermination Squad[CLR] is a [YEL]Mid[CLR] with great range.\nThe second attack in an [YEL]Overhead[CLR] that can be [YEL]Special Canceled[CLR] into\n[LBL]Nomad Dash[CLR] for an extended [YEL]Kombo[CLR]. The third attack is [YEL]Safe on Block[CLR]."
- Tut_Kabal_Desc9="[LBL]Left For Dead[CLR] starts with a very fast [YEL]Mid Attack[CLR], followed by an\n[YEL]Overhead Attack[CLR] that is [YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack[CLR] hits,\nit will knock the opponent back to long range."
- Tut_Kabal_1="Perform a Kombo with Nomad Dash"
- Tut_Kano_Intro="Kano has an arsenal of deadly knife and grapple attacks that make him dangerous\nup close. He can use [YEL]Special Moves[CLR] like [LBL]Blade Toss[CLR] and [LBL]Black Dragon Ball[CLR] to stay\ncompetitive at mid and long range while he looks for an opportunity to close in."
- Tut_Kano_Desc1A="[LBL]Blade Toss[CLR] is a [YEL]Projectile[CLR] with quick [YEL]Start Up[CLR] that lets\nKano threaten the opponent outside of close range.\nThis is a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
- Tut_Kano_Desc1B="[YEL]Amplify[CLR] [LBL]Blade Toss[CLR] to throw an additional\n[YEL]Mid Projectile[CLR] that cannot be evaded by [YEL]Ducking[CLR]."
- Tut_Kano_Desc2A="[LBL]Black Dragon Ball[CLR] is a fast moving attack with great range and\nquick [YEL]Start Up[CLR]. This attack is great for [YEL]Punishing[CLR] missed attacks\nin the [YEL]Neutral[CLR], but it's vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR]."
- Tut_Kano_Desc2B="[LBL]Black Dragon Ball[CLR] will hit twice at close range, dealing\nadditional damage. You can add even more damage by\n[YEL]Amplifying[CLR] [LBL]Black Dragon Ball[CLR] after a hit or [YEL]Block[CLR]."
- Tut_Kano_Desc2C="[LBL]Black Dragon Ball[CLR] can also be performed in the air for a downward advancing\n[YEL]Mid Attack[CLR] with very fast [YEL]Start Up[CLR]. While this attack is great for catching an\naggressive opponent off guard, it's vulnerable to a [YEL]Punish[CLR] on [YEL]Block[CLR] or miss."
- Tut_Kano_Desc2D="An airborne [LBL]Black Dragon Ball[CLR] can be [YEL]Amplified[CLR] on [YEL]Block[CLR], hit,\nor miss for a follow up attack that grants additional range and\ndamage. Kano will be very vulnerable if this attack does not hit."
- Tut_Kano_Desc3="[LBL]Deadly Graze[CLR] is an advancing [YEL]Mid Attack[CLR] that's useful for hitting airborne opponents or controlling space in the [YEL]Neutral[CLR]. If this attack hits a [YEL]Kornered[CLR] opponent, you can [YEL]Special Cancel[CLR] this move into [LBL]Blade Toss[CLR] to start a [YEL]Juggle Kombo[CLR]."
- Tut_Kano_Desc4="[LBL]Enziguri[CLR] is an advancing [YEL]Mid Attack[CLR] with fantastic range. This attack can cause a [YEL]Krushing Blow[CLR] if&???"
- Tut_Kano_Desc5="[LBL]Wheel Kick[CLR] is an advancing [YEL]Overhead Attack[CLR] that can evade some [YEL]Low Attacks[CLR] during its [YEL]Start Up[CLR] and [YEL]Active Frames[CLR]. This attack can be [YEL]Unsafe if Block[CLR], but it's great for countering opponents that predictably perform [Down][+][FK] or [Down][+][BK] attacks."
- Tut_Kano_Desc6A="[LBL]Takedown[CLR] is an advancing [YEL]Low Attack[CLR] that can be [YEL]Canceled[CLR] into [YEL]Special Moves[CLR] like [LBL]Black Dragon Ball[CLR] for an easy [YEL]Hit Confirm Kombo[CLR]."
- Tut_Kano_Desc6B="After [LBL]Takedown[CLR], perform [LBL]????[CLR] to hit the grounded opponent with a side switching stomp attack."
- Tut_Kano_Desc7A="[LBL]Figjam[CLR] starts with a quick [YEL]High Attack[CLR] with good range. The last hit is an [YEL]Overhead Attack[CLR] that is ??? on [YEL]Block[CLR]."
- Tut_Kano_Desc7B="[LBL]Enough Yabber[CLR] starts with the same attack as [LBL]Figjam[CLR], but the second hit is a [YEL]Low Attack[CLR]. Use this [YEL]Kombo Attack[CLR] to [YEL]Mix Up[CLR] opponents that are standing to [YEL]Block[CLR] the last hit of [LBL]Figjam[CLR]."
- Tut_Kano_Desc8="The first hit of [LBL]Fair Suck Of The Sav[CLR] is a fast advancing attack with great range. The second hit does not cause damage, but the last hit is an [YEL]Overhead Attack[CLR] that is ??? on [YEL]Block[CLR]."
- Tut_Kitana_Intro="Kitana Intro"
- Tut_Kitana_Desc1="Kitana Desc 1"
- Tut_Kollector_Intro="Kollector Intro"
- Tut_Kollector_Desc1="Kollector Desc 1"
- Tut_Kotal_Intro="Kotal Intro"
- Tut_Kotal_Desc1="Kotal Desc 1"
- Tut_KungLao_Intro="KungLao Intro"
- Tut_KungLao_Desc1="KungLao Desc 1"
- Tut_LiuKang_Intro="LiuKang Intro"
- Tut_LiuKang_Desc1="LiuKang Desc 1"
- Tut_Noob_Intro="Noob Intro"
- Tut_Noob_Desc1="Noob Desc 1"
- Tut_Raiden_Intro="Raiden has a mix of fast advancing attacks and [YEL]Projectiles[CLR] that can threaten\nan opponent at mid and long range. His attacks are great at [YEL]Punishing[CLR]\nan opponent for missing an attack, even when they're at a distance."
- Tut_Raiden_Desc1A="[LBL]Lightning Bolt[CLR] has a slower [YEL]Start Up[CLR] time than most [YEL]Projectiles[CLR],\nbut it travels at a very high speed once fired. This attack\nis generally [YEL]Safe[CLR] if it's [YEL]Blocked[CLR] at mid to long range."
- Tut_Raiden_Desc1B="[YEL]Amplify[CLR] [LBL]Lightning Bolt[CLR] to fire a second [YEL]Mid Projectile[CLR] that is [YEL]Safe on Block[CLR]\nat any range. This attack is effective at dealing [YEL]Block Damage[CLR] or catching\nopponents that [YEL]Ducked[CLR] the first [LBL]Lightning Bolt[CLR] off guard."
- Tut_Raiden_Desc2="[LBL]Summon Lightning[CLR] is a [YEL]Projectile[CLR] that travels toward Raiden from the sky, pushing\nairborne opponents into close range. If Raiden is close enough when this attack hits\nan airborne opponent, he can catch them out of the air to deal additional damage."
- Tut_Raiden_Desc3="[LBL]Lightning Strike[CLR] is a [YEL]Mid Attack[CLR] that can be aimed to hit\nan opponent at different distances. This attack's longer\n[YEL]Recovery[CLR] can make it risky if used too frequently."
- Tut_Raiden_Desc4A="[LBL]Electric Fly[CLR] is a fast moving attack that can be used on the ground or\nin the air to catch unsuspecting opponents and carry them to the [YEL]Korner[CLR].\nUse this attack wisely, as you're vulnerable if it's [YEL]Blocked[CLR]."
- Tut_Raiden_Desc4B="You can delay the start of [LBL]Electric Fly[CLR] by holding [FK],\ngiving you more control to unleash this fast moving attack\nat the perfect time to interrupt your opponent's attacks."
- Tut_Raiden_Desc4C="When delaying [LBL]Electric Fly[CLR], you can [YEL]Cancel[CLR] the attack if you\nthink your opponent will [YEL]Block[CLR]. [YEL]Canceling[CLR] [LBL]Electric Fly[CLR] will\ncost your entire [YEL]Defensive Gauge[CLR], so use the option carefully."
- Tut_Raiden_Desc5="[LBL]Hammer Fists[CLR] is a two hit [YEL]Overhead Attack[CLR] that can be easily\n[YEL]Punished[CLR] if [YEL]Blocked[CLR]. If this attack [YEL]Punishes[CLR] a [YEL]Ducking Attack[CLR], it will\ncause a [YEL]Krushing Blow[CLR] that can lead to a devastating [YEL]Juggle Kombo[CLR]."
- Tut_Raiden_Desc6="The first hit of [LBL]Power Discharge[CLR] is a fast, advancing\n[YEL]Mid Attack[CLR]. Kontinuing into the [YEL]Kombo Attack String[CLR]\nwill leave Raiden vulnerable to a [YEL]Punish[CLR] if [YEL]Blocked[CLR]."
- Tut_Raiden_Desc7="The first hit of [LBL]Massive Destruction[CLR] is another fast, advancing [YEL]Mid Attack[CLR]. The second\nhit is an [YEL]Overhead Attack[CLR] that is [YEL]Safe on Block[CLR]. This [YEL]Kombo Attack[CLR] leads to a long\n[YEL]Knockdown[CLR] on hit, giving Raiden time to apply [YEL]Pressure[CLR] as the opponent gets up."
- Tut_Raiden_Desc8="[LBL]Overload[CLR] is difficult to [YEL]Punish[CLR] on [YEL]Block[CLR] for most\ncharacters. The last hit can can [YEL]Launch[CLR] the opponent for\nan extended [YEL]Juggle Kombo[CLR] if the opponent is in the [YEL]Korner[CLR]."
- Tut_Raiden_Desc9="[LBL]Might of Mordulus[CLR] is Raiden's only [YEL]Kombo Attack[CLR] that\nstarts with a [YEL]Low Attack[CLR]. Each attack is [YEL]Unsafe on Block[CLR]."
- Tut_Raiden_Desc10="Raiden's [LBL]Heavy Storm[CLR] has fantastic range, is [YEL]Safe on Block[CLR], and can be\n[YEL]Special Canceled[CLR]. This attack is a [YEL]High Attack[CLR] that can be evaded by [YEL]Ducking[CLR]."
- Tut_Raiden_Desc11="[LBL]Thunder Knee[CLR] has similar range and [YEL]Start Up[CLR] to [LBL]Heavy Storm[CLR], but it's [YEL]Unsafe on Block[CLR].\nThis is a [YEL]Mid Attack[CLR], which can be used to catch opponents that are [YEL]Ducking[CLR]\nbut not [YEL]Blocking[CLR] to evade [LBL]Heavy Storm[CLR] and [LBL]Lightning Bolt[CLR]."
- Tut_Scorpion_2="Catch an airborne opponent with Summon Lightning"
- Tut_Scorpion_2_input="Catch an airborne opponent with Summon Lightning"
- Tut_Scorpion_Intro="Scorpion is a great character to play if you're a beginner at [LBL]Mortal Kombat[CLR].\nHe has good mid range attacks for controlling space in [YEL]Neutral[CLR] situations, and his\n[YEL]Special Moves[CLR] are great for extending [YEL]Kombos[CLR] and [YEL]Punishing[CLR] predictable opponents."
- Tut_Scorpion_Desc1A="Scorpion's [LBL]Hell Port[CLR] is a surprise attack that hits the opponent from behind.\nWhile it doesn't deal much damage, it's great for [YEL]Punishing[CLR] predictable or slow\n[YEL]Projectile Attacks[CLR]. It's very [YEL]Unsafe on Blocked[CLR], so don't use this attack recklessly."
- Tut_Scorpion_Desc1B="[YEL]Amplify[CLR] [LBL]Hell Port[CLR] to launch your opponent for a [YEL]Kombo[CLR], letting you\ndeal significantly more damage after a successful hit at the cost of your\n[YEL]Offensive Gauge[CLR]. [YEL]Amplified[CLR] [LBL]Hell Port[CLR] is also [YEL]Safe on Block[CLR]."
- Tut_Scorpion_Desc1C="[LBL]Hell Port[CLR] can be used in mid air to increase Scorpion's mobility.\nYou can use this attack to kounter an opponent that's trying to\nhit you with an [YEL]Anti Air Attack[CLR] while you're jumping."
- Tut_Scorpion_Desc1D="You can end [LBL]Hell Port[CLR] early to quickly retreat backwards or switch sides without\nattacking. This is useful when an opponent is attempting to [YEL]Block[CLR] and [YEL]Punish[CLR]\n[LBL]Hell Port[CLR]; you can recover early and surprise them with a different attack."
- Tut_Scorpion_Desc2="If Scorpion's [YEL]Spear[CLR] hits, it will [YEL]Knock Down[CLR] and switch sides with your\nopponent after pulling them in. Use this attack carefully as its longer\n[YEL]Recovery[CLR] makes it vulnerable on [YEL]Miss[CLR] or [YEL]Block[CLR], especially up close."
- Tut_Scorpion_Desc2A="[YEL]Amplifying[CLR] [LBL]Spear[CLR] will [YEL]Stun[CLR] your opponent long enough to perform\na [YEL]Kombo[CLR] follow up with a quick attack. Remember that you can't\nstart a [YEL]Kombo[CLR] if [LBL]Spear[CLR] is interrupted by another [YEL]Projectile[CLR]."
- Tut_Scorpion_Desc3A="Gut Slice is a [YEL]Mid Attack[CLR] that's great for controlling space in [YEL]Neutral[CLR]\nsituations. Most characters will have a harder time [YEL]Punishing[CLR] this attack\nwith a damaging [YEL]Kombo[CLR] if it's [YEL]Blocked[CLR] at its maximum range."
- Tut_Scorpion_Desc3B="[LBL]Haunted[CLR] is an advancing [YEL]Kombo Attack String[CLR] that has two [YEL]Low Attacks[CLR].\nScorpion can [YEL]Special Canceled[CLR] after the second hit to start an extended\n[YEL]Kombo[CLR] with [LBL]Gut Slice[CLR], or use the full [YEL]String[CLR] as a damaging [YEL]Kombo[CLR] ender."
- Tut_Scorpion_Desc4A="[LBL]Banished[CLR] has slight [YEL]Block Advantage[CLR]. Immediately follow up with your\nfastest attacks to put [YEL]Pressure[CLR] on your opponent when this attack is [YEL]Blocked[CLR]."
- Tut_Scorpion_Desc4B="[LBL]Dark Soul[CLR] has significant [YEL]Block Advantage[CLR], which can help you create [YEL]Frame Traps[CLR].\nThere's a large [YEL]Gap[CLR] between the second and third attack when [YEL]Blocked[CLR],\ngiving your opponent a chance to interrupt you with a fast attack."
- Tut_Scorpion_Desc5="[LBL]Flip Kick[CLR] is an [YEL]Overhead Attack[CLR] that has slower [YEL]Start Up[CLR], but is [YEL]Safe on Block[CLR].\nOn [YEL]Hit[CLR], it [YEL]Knocks Down[CLR] your opponent long enough to [YEL]Dash Forward[CLR]\nand [YEL]Pressure[CLR] them with another attack as they get up."
- Tut_Scorpion_Desc6="[LBL]Rising Cut[CLR] is a [YEL]Mid Attack[CLR] followed by an [YEL]Overhead Attack[CLR] that is\n[YEL]Unsafe on Block[CLR]. This atttack has the best reach of Scorpion's [YEL]Basic Attacks[CLR],\nmaking it great for [YEL]Punished[CLR] missed attacks at mid range."
- Tut_Scorpion_Desc7A="[LBL]Soulless[CLR] is Scorpion's only [YEL]Kombo Attack String[CLR] that starts with a\n[YEL]Low Attack[CLR], but it can be risky since every hit is [YEL]Unsafe On Block[CLR]."
- Tut_Scorpion_Desc8="[LBL]Torment[CLR] starts with a fast [YEL]High Attack[CLR] and ends with a [YEL]Knockdown[CLR]\nthe keeps the oppoent close and gives significant [YEL]Frame Advantage[CLR].\nEach attack in this [YEL]Kombo Attack String[CLR] is [YEL]Safe On Block[CLR]."
- Tut_Scorpion_Desc9="[LBL]Falling Ashes[CLR] starts with a [YEL]Mid Attack[CLR] with good range, and both attacks\nare [YEL]Safe on Block[CLR]. This attack can trigger a [YEL]Krushing Blow[CLR] that can\nbe [YEL]Special Canceled[CLR] if it interrupts an opponent's attack."
- Tut_Scorpion_2A="Perform a Kombo with Spear."
- Tut_Scorpion_7B="Cancel Soulless early with Hell Port"
- Tut_ShaoKahn_Intro="ShaoKahn Intro"
- Tut_ShaoKahn_Desc1="ShaoKahn Desc 1"
- Tut_Skarlet_Intro="Skarlet is most dangerous at mid to long range. She can use her\narsenal of vein and blood weapon attacks at their maximum\nrange to push opponents back to her ideal spacing."
- Tut_Skarlet_Desc1="[LBL]Blood Ball[CLR] is a slower moving [YEL]Projectile[CLR] that's good for controlling space.\nThis attack has very high [YEL]Block Advantage[CLR] at longer range, giving you a\nchance to follow up with one of Skarlet's many other long range attacks."
- Tut_Skarlet_Desc2A="[LBL]Bloodshot[CLR] is a faster moving [YEL]Projectile[CLR] that komplements her slower [LBL]Blood Ball[CLR]."
- Tut_Skarlet_Desc2B="You can [YEL]Amplify[CLR] [LBL]Bloodshot[CLR] immediately after a successful hit to recover a\nsmall amount of health. This ability is useful during a long range [YEL]Projectile[CLR] battle\nor at the end of a [YEL]Kombo[CLR] when the opponent has more health than Skarlet."
- Tut_Skarlet_Desc3="[LBL]Blood Tentacle[CLR] is a [YEL]Mid Attack[CLR] that can be directed to strike at different\ndistances. This attack is [YEL]Safe on Block[CLR], making it useful for causing\n[YEL]Block Damage[CLR] and pushing the opponent back to her ideal spacing."
- Tut_Skarlet_Desc4="[LBL]Gore Glitch[CLR] is a [YEL]Low Projectile[CLR] that komplement Skarlet's other long range attacks.\nUse it to threaten opponents ducking under her [YEL]Blood Ball[CLR] and [YEL]Blood Strike[CLR]."
- Tut_Skarlet_Desc5="[LBL]The End Is Nigh[CLR] can launch the opponent for an extended [YEL]Juggle Kombo[CLR] without\nspending any [YEL]Gauge[CLR]. The last attack is [YEL]Unsafe on Block[CLR], but the first two attacks are\n[YEL]Safe on Block[CLR]. You can [YEL]Hit Confirm[CLR] the last attack if you are careful with your inputs."
- Tut_Skarlet_Desc6="The last hit of [LBL]Koagulation[CLR] has significant [YEL]Frame Advantage[CLR] on [YEL]Block[CLR]\nand pushes the opponent back. The first hit is a [YEL]High Attack[CLR] that can\nbe evaded by [YEL]Ducking[CLR], so don't use this attack too predictably."
- Tut_Skarlet_Desc7="[LBL]Scythe Slam[CLR] is a Fast [YEL]Overhead Attack[CLR] with great range. While this\nattack is [YEL]Unsafe on Block[CLR] at close range, Skarlet cannot be [YEL]Punished[CLR]\nby most attacks if her scythe connects at its maximum range."
- Tut_Skarlet_Desc8="[LBL]Reaching Whip[CLR] is a [YEL]Low Attack[CLR] with excellent range. Much like [LBL]Scythe Slam[CLR],\nthis attack is difficult to [YEL]Punish[CLR] when [YEL]Blocked[CLR] at its maximum range."
- Tut_Skarlet_Desc9="[LBL]Bleeding[CLR] starts with an advancing [YEL]Mid Attack[CLR], followed by a\n[YEL]Low Attack[CLR] that is [YEL]Safe on Block[CLR]. You can [YEL]Special Cancel[CLR]\nthe last attack to extend a [YEL]Kombo[CLR] or add [YEL]Block Damage[CLR]."
- Tut_Skarlet_Desc10="[LBL]Simple Slaughter[CLR] starts with a fast [YEL]Low Attack[CLR], followed by an attack\nthat is [YEL]Safe on Block[CLR]. If this [YEL]Kombo Attack String[CLR] hits when the\nopponent is in the [YEL]Korner[CLR], it can start a [YEL]Juggle Kombo[CLR]."
- Tut_Skarlet_Desc11="[LBL]Krack the Whip[CLR] is a [YEL]High Attack[CLR] with great range that can [YEL]Knock Down[CLR]\non hit, or safely push back an opponent on [YEL]Block[CLR]. [YEL]Special Cancel[CLR] this\nattack into [YEL]Blood Tentacle[CLR] for extra [YEL]Block Damage[CLR] at max range."
- Tut_Skarlet_2B="immediately after the projectile hits"
- Tut_Sonya_Intro="Sonya is rewarded when she plays aggressively and gets in the opponent's face.\nShe has a many moves that let her [YEL]Mix Up[CLR] her opponent with [YEL]Overhead[CLR] and\n[YEL]Low Attacks[CLR] that can be risky, but lead to damaging [YEL]Kombo[CLR] opportunities."
- Tut_Sonya_Desc1A="[LBL]Energy Rings[CLR] is a [YEL]High Projectile Attack[CLR] with fast [YEL]Start Up[CLR]\nthat is [YEL]Safe[CLR] if it's [YEL]Blocked[CLR] at mid to long range."
- Tut_Sonya_Desc1B="[LBL]Energy Rings[CLR] can also be used in the air at attack an airborne opponent."
- Tut_Sonya_Desc1C="[YEL]Amplify[CLR] [LBL]Energy Rings[CLR] to fire a second [YEL]Mid Projectile[CLR] that is [YEL]Safe on Block[CLR]\nagainst most characters. This attack is effective at dealing [YEL]Block Damage[CLR]\nand attack opponents that [YEL]Ducked[CLR] the first [YEL]Projectile[CLR]."
- Tut_Sonya_Desc2A="[LBL]Leg Breaker[CLR] is a [YEL]Low Attack[CLR] that lets Sonya threaten her opponent\nwith a mix up any time she is in the [YEL]Neutral[CLR] or on the offense.\nThis attack is [YEL]Unsafe on Block[CLR], so don't use it too predictably."
- Tut_Sonya_Desc2B="[YEL]Amplify[CLR] [LBL]Leg Breaker[CLR] to add extra damage and switch sides\nwith the opponent. If [LBL]Leg Breaker[CLR] hits an opponent that is\n[YEL]Blocking High[CLR], the [YEL]Amplified[CLR] attack will cause a [YEL]Krushing Blow[CLR]."
- Tut_Sonya_Desc3A="[LBL]Air Control[CLR] is a very fast [YEL]Anti Air Attack[CLR] that's\neffective at hitting opponents directly above Sonya."
- Tut_Sonya_Desc3B="[YEL]Amplify[CLR] [LBL]Air Control[CLR] to add significant damage to the attack. If [LBL]Air Control[CLR]\ninterrupts an opponent during a [YEL]Jumping Attack[CLR], the [YEL]Amplified[CLR] attack\nwill cause a [YEL]Krushing Blow[CLR] that can lead to a devastating [YEL]Juggle Kombo[CLR]."
- Tut_Sonya_Desc4="[LBL]Overwatch[CLR] starts with a very fast advancing [YEL]High Attack[CLR] and ends with a [YEL]Launching[CLR]\nattack that can start a [YEL]Juggle Kombo[CLR] without using [YEL]Offensive Guage[CLR]. The second attack\nis an [YEL]Overhead[CLR], leading to mix up opportunities. Each attack is [YEL]Unsafe on Block[CLR]."
- Tut_Sonya_Desc5="[LBL]Shoot And Scoot[CLR] substitutes the [YEL]Overhead Attack[CLR] in\n[LBL]Overwatch[CLR] with a [YEL]Safe[CLR], [YEL]Low Attack[CLR]. Use these two\n[YEL]Kombo Attacks[CLR] to keep a [YEL]Blocking[CLR] opponent guessing."
- Tut_Sonya_Desc6="[LBL]HOOAH[CLR] starts with a fast [YEL]Mid Attack[CLR] and ends in a [YEL]Safe Overhead Attack[CLR]\nthat puts the opponent into a long [YEL]Knockdown[CLR], letting Sonya\n[YEL]Dash[CLR] in and apply [YEL]Pressure[CLR] as the opponent gets up."
- Tut_Sonya_Desc7="Perform [LBL]Under Siege[CLR] to substitute the [YEL]Overhead Attack[CLR]\nin [LBL]HOOAH[CLR] with a [YEL]Low Attack[CLR] that can be difficult to react to.\nThis attack is easily [YEL]Punished[CLR] if [YEL]Blocked[CLR]."
- Tut_Sonya_Desc8="[LBL]Last Patrol[CLR] is a [YEL]Kombo Attack[CLR] that starts with an advancing [YEL]Low Attack[CLR]\nwith great range. The last hit is a [YEL]Mid Attack[CLR] that is [YEL]Safe on Block[CLR]."
- Tut_Sonya_Desc9="[LBL]Vendetta[CLR] is [YEL]Safe on Block[CLR] and starts with a very fast [YEL]Mid Attack[CLR]."
- Tut_Terminas_Intro="Geras is a brawler that uses a mix of mid range strikes and\ngrapples to keep his opponents in check. Geras can equip\ndifferent [YEL]Abilities[CLR] to drastically change his playstyle."
- Tut_Terminas_Desc1="[LBL]Temporal Advantage[CLR] locks the opponent in place for a short time,\nallowing Geras to [YEL]Kombo[CLR] into additional attacks. This attack costs half of\nyour [YEL]Offensive Guage[CLR] to perform, and cannot be [YEL]Special Canceled[CLR] into."
- Tut_Terminas_Desc2="[LBL]Sand Trap[CLR] is a [YEL]Low Projectile[CLR] that can be aimed to hit different\ndistances, and is useful for attacking mobile opponents. This attack\nwill cause a [YEL]Krushing Blow[CLR] if it hits an opponent that is [YEL]Blocking High[CLR]."
- Tut_Terminas_Desc3="[LBL]Big Fist[CLR] is a [YEL]High Attack[CLR] that is difficult to [YEL]Punish[CLR]\non [YEL]Block[CLR]. This attack will cause a [YEL]Krushing Blow[CLR]\nif it interrupts two attacks in a row."
- Tut_Terminas_Desc4A="[LBL]Titan Tackle[CLR] is an [YEL]Unblockable Throw Attack[CLR] with\ngreat range. Hold [BP] to increase the distance that\nGeras carries to opponent toward the [YEL]Korner[CLR]."
- Tut_Terminas_Desc4B="If Geras is close enough to the [YEL]Korner[CLR] while carrying\nthe opponent with [LBL]Titan Tackle[CLR], he will perform an\nadditional wall attack that deals extra damage."
- Tut_Terminas_Desc5="[LBL]Dangerous Chronology[CLR] starts with a fast, advancing [YEL]Mid Attack[CLR], followed\nby a mid range [YEL]Projectile[CLR] that is difficult to [YEL]Punish[CLR]. If the second attack\nhits up close, Geras can kontinue into a damaging leg grab."
- Tut_Terminas_Desc6="The last hit of [LBL]Matter of Time[CLR] is [YEL]Safe on Block[CLR], and will [YEL]Launch[CLR] the\nopponent for a [YEL]Juggle Kombo[CLR] if it hits an opponent in the [YEL]Korner[CLR]."
- Tut_Terminas_Desc7A="[LBL]Shoulder Charge[CLR] is an [YEL]Advancing Mid Attack[CLR] with\ngreat range and quick [YEL]Start Up[CLR]. This attack is [YEL]Safe on Block[CLR]\nif it connects at its maximum range."
- Tut_Terminas_Desc7B="Kontinue [LBL]Shoulder Charge[CLR] into [LBL]Xuid & Guid[CLR] to\n[YEL]Knock Down[CLR] and switch sides with your opponent. This\n[YEL]Kombo Attack[CLR] can be [YEL]Punished[CLR] by a [YEL]Blocking[CLR] opponent."
- Tut_Terminas_Desc8="[LBL]Ripple in Time[CLR] starts with a fast, advancing\n[YEL]Mid Attack[CLR]. The second attack is [YEL]Safe on Block[CLR]."
- Tut_Terminas_Desc9="[LBL]Out Of Time[CLR] is a damaging [YEL]Kombo Attack[CLR] that is difficult to\n[YEL]Punish on Block[CLR]. You can create a [YEL]Mix Up[CLR] by substituting the\nthird [YEL]Overhead Attack[CLR] for [LBL]Sand Trap[CLR] to hit [YEL]Low[CLR] instead."
- Tut_Terminas_1="Perform a Kombo after locking the opponent with Temporal Advantage"
- Tut_Terminas_4A="Carry your opponent the maximum distance with Titan Tackle"
- Tut_Terminas_4B="Carry your opponent into the Korner with Titan Tackle"
- Tut_Terminas_4B_Input="when the opponent in near the Korner"
- Tut_Subzero_Intro="Sub Zero's signature [LBL]Iceball[CLR] and [LBL]Slide[CLR] give him answers to opponent\nattacking with [YEL]Projectiles[CLR] at a distance. Up close, he can [YEL]Mix Up[CLR]\n[YEL]Overhead[CLR] and [YEL]Low Attacks[CLR] that lead to a vortex of [YEL]Kombos[CLR]."
- Tut_Subzero_Desc1A="[LBL]Slide[CLR] has a very fast [YEL]Start Up[CLR] and can pass under [YEL]High Attacks[CLR], allowing\nSub Zero to [YEL]Punish[CLR] opponent's that are predictably throwing [YEL]Projectiles[CLR].\nRemember that [LBL]Slide[CLR] can be easily [YEL]Punished[CLR] when [YEL]Blocked[CLR]."
- Tut_Subzero_Desc1B="[YEL]Amplify[CLR] [LBL]Slide[CLR] to switch sides with your opponent and deal\nsignificantly more damage. The extra damage can be valuable when\n[LBL]Slide[CLR] hits on its own in [YEL]Neutral[CLR] situations or as part of a [YEL]Kombo[CLR]."
- Tut_Subzero_Desc2A="[LBL]Ice Ball[CLR] can freeze opponents for a [YEL]Kombo[CLR] follow up, making it useful for\nattacking opponents a range or extending [YEL]Kombos[CLR] up close. Use [LBL]Iceball[CLR]\ncarefully in [YEL]Neutral[CLR] situations, it's slow [YEL]Start Up[CLR] can leave [YEL]Sub Zero[CLR] vulnerable."
- Tut_Subzero_Desc2B="[LBL]Ice Ball[CLR] can start a [YEL]Kombo[CLR] after a [YEL]Tradeing[CLR] hits with an opponent's [YEL]Projectile[CLR].\nYou may take some damage from the incoming attack, but you can usually\ndeal significantly more damage to your opponent while they're frozen."
- Tut_Subzero_Desc3A="[LBL]Axe Bash[CLR] has fast [YEL]Start Up[CLR], excellent range, and it's [YEL]Safe on Block[CLR],\nmaking it a powerful tool in [YEL]Neutral[CLR] situations. This move\nis a [YEL]High Attack[CLR], so it can be evaded by [YEL]Ducking[CLR]."
- Tut_Subzero_Desc3B="The last hit of [LBL]Frozen Over[CLR] is [YEL]Safe on Block[CLR]. You can [YEL]Special Cancel[CLR]\nthe second hit into [LBL]Ice Ball[CLR] to start an extended [YEL]Kombo[CLR] at Mid Range."
- Tut_Subzero_Desc4A="[LBL]Double Axe Slam[CLR] is an [YEL]Overhead Attack[CLR] that has fast [YEL]Start Up[CLR],\ngreat range, and is [YEL]Safe on Block[CLR]. [YEL]Special Canceled[CLR] this attack into [LBL]Ice Ball[CLR] to\nstart an extended [YEL]Kombo[CLR] with an [YEL]Overhead Attack[CLR]."
- Tut_Subzero_Desc4B="Follow [LBL]Double Axe Slam[CLR] with [LBL]Final Draw[CLR] for a simple,\ndamaging [YEL]Kombo[CLR] that is [YEL]Unsafe on Block[CLR]."
- Tut_Subzero_Desc5="[LBL]Frosty[CLR] is a [YEL]Kombo Attack String[CLR] that starts with a fast, advancing\n[YEL]Low Attack[CLR] and every hit is [YEL]Safe on Block[CLR]. Sub Zero can [YEL]Special Cancel[CLR]\ninto [LBL]Ice Ball[CLR] after the second hit for an extended [YEL]Kombo[CLR]."
- Tut_Subzero_Desc6A="[LBL]Rising Axe[CLR] has good range, covers a wide area, and is [YEL]Safe on Block[CLR].\nThis [YEL]Mid Attack[CLR] is effective against grounded or airborne opponents."
- Tut_Subzero_Desc6B="Kontinue [LBL]Rising Axe[CLR] into [LBL]Unchained[CLR] for an\nadditional advancing attack that is [YEL]Safe on Block[CLR]."
- Tut_Subzero_Desc7="[LBL]Brutal Kick[CLR] is a [YEL]Mid Attack[CLR] with that starts with a run, giving\nthis attack fantastic range. This attack has [YEL]Frame Advantage[CLR]\non [YEL]Block[CLR] and will knock the opponent back on hit."
- Tut_Subzero_1A="Use Slide to Attack the opponent while evading their Projectile."
- Tut_Subzero_2A="Perform a Kombo with Iceball."
- [Ladder.UI]
- NA=N/A
- Empty=
- PointFormat={totalCount:%s} x {valuePerCount:%s} pts
- PointsPostFix=" pts"
- coinsPointPostFix=" koins"
- EndlessChallengeGoalDesc={number:%s} WINS
- NormalChallengeGoalDesc={number:%s} pts
- TotalWins=WINS
- TotalLosses=LOSSES
- TotalSkips=SKIP FIGHTS
- HealthRemaining=HEALTH REMAINING
- TimeRemaining=TIME REMAINING
- NoLosses=NO LOSSES
- DifficultyMultiplier=DIFFICULTY MULTIPLIER
- BrutalDifficultyMultiplier=BRUTAL DIFFICULTY BONUS
- LadderKonsumableBonus=TOWER KONSUMABLE USED
- MatchKonsumable=MATCH KONSUMABLES
- Opponent=OPPONENT
- Modifiers=MODIFIERS
- Challenges=BONUS CHALLENGES
- DragonChallenge=DRAGON CHALLENGE
- DragonChallengeRewardPrompt=DRAGON CHALLENGE x {count:%u}
- LevelInteraction=ENVIRONMENTAL INTERACTIONS
- XRay=FATAL BLOWS
- XRayWins=FATAL BLOW WINS
- PerfectMatch=FLAWLESS VICTORIES
- ChallengesCompleted=CHALLENGES KOMPLETED
- SpeedBonus=SPEED BONUS
- TotalGuildPoints=REWARDED GUILD POINTS
- Fatalities=FATALITIES
- Brutalities=BRUTALITIES
- Mercies=MERCIES
- AIFighterReduction=AUTO FIGHTER MULTIPLIER
- SkipFightUsed=SKIP FIGHT USED
- WinMatchSurvivorHealthMsg=WIN: +{value:%g}%% HEALTH
- SupermoveSurvivorHealthMsg=FATAL BLOW: +{value:%g}%% HEALTH
- LevelTransitionSurvivorHealthMsg=TRANSITION: +{value:%g}%% HEALTH
- WinClashSurvivorHealthMsg=WIN CLASH: +{value:%g}%% HEALTH
- UseAnInteractionSurvivorHealthMsg=INTERACTION: +{value:%g}%% HEALTH
- ConnectAThrowSurvivorHealthMsg=THROW: +{value:%g}%% HEALTH
- MultiverseTest=Words About Sonya Blade
- BarakaSidekick="Baraka can be called in to assist during the battle.\nMove [RThumb] in any direction when the CHARACTER ICON is full."
- MkDaySubZeroTower="Sub Zero will assist you throughout the tower. Move the [RThumb] in any direction to summon Sub Zero."
- [Ladder.Challenges.Names]
- SMC_NO_SPEC=No SPECIAL MOVES for the whole match
- SMC_1INT=Use 1 ENVIRONMENTAL INTERACTION
- SMC_2INT=Use 2 ENVIRONMENTAL INTERACTIONS
- SMC_3INT=Use 3 ENVIRONMENTAL INTERACTIONS
- SMC_4INT=Use 4 ENVIRONMENTAL INTERACTIONS
- SMC_5INT=Use 5 ENVIRONMENTAL INTERACTIONS
- SMC_1SUPER=Land 1 FATAL BLOW
- SMC_2SUPER=Land 2 FATAL BLOWS
- SMC_1DASHROLL=Perform 1 ROLL ESCAPE
- SMC_2DASHROLL=Perform 2 ROLL ESCAPES
- SMC_3DASHROLL=Perform 3 ROLL ESCAPES
- SMC_NO_JUMPATK=Win without using any JUMP ATTACKS
- SMC_NO_EVADES=Win without using any ESCAPES
- SMC_NO_LIGHTATK=Win without using any LIGHT ATTACKS
- SMC_NO_MEDIUMATK=Win without using any MEDIUM ATTACKS
- SMC_NO_HARDATK=Win without using any HARD ATTACKS
- SMC_NO_GIMMICK=Win without using your CHARACTER POWER
- SMC_NO_INTERACTION=Win without using any ENVIRONMENTAL INTERACTIONS
- SMC_NO_TRANSITION=Win without using ARENA TRANSITIONS
- SMC_NO_DASH=Win without DASHING
- SMC_NO_SUPERMOVE=Don't perform a FATAL BLOW
- SMC_DB_FLAW=Take NO DAMAGE
- SMC_1SPEC=Land 1 SPECIAL MOVE
- SMC_2SPEC=Land 2 SPECIAL MOVES
- SMC_3SPEC=Land 3 SPECIAL MOVES
- SMC_4SPEC=Land 4 SPECIAL MOVES
- SMC_5SPEC=Land 5 SPECIAL MOVES
- SMC_6SPEC=Land 6 SPECIAL MOVES
- SMC_7SPEC=Land 7 SPECIAL MOVES
- SMC_8SPEC=Land 8 SPECIAL MOVES
- SMC_9SPEC=Land 9 SPECIAL MOVES
- SMC_10SPEC=Land 10 SPECIAL MOVES
- SMC_1ESPEC=Land 1 AMPLIFIED SPECIAL MOVE
- SMC_2ESPEC=Land 2 AMPLIFIED SPECIAL MOVES
- SMC_3ESPEC=Land 3 AMPLIFIED SPECIAL MOVES
- SMC_4ESPEC=Land 4 AMPLIFIED SPECIAL MOVES
- SMC_5ESPEC=Land 5 AMPLIFIED SPECIAL MOVES
- SMC_6ESPEC=Land 6 AMPLIFIED SPECIAL MOVES
- SMC_7ESPEC=Land 7 AMPLIFIED SPECIAL MOVES
- SMC_8ESPEC=Land 8 AMPLIFIED SPECIAL MOVES
- SMC_2SWEEP=Land 2 SWEEP ATTACKS
- SMC_3SWEEP=Land 3 SWEEP ATTACKS
- SMC_4SWEEP=Land 4 SWEEP ATTACKS
- SMC_5SWEEP=Land 5 SWEEP ATTACKS
- SMC_6SWEEP=Land 6 SWEEP ATTACKS
- SMC_7SWEEP=Land 7 SWEEP ATTACKS
- SMC_8SWEEP=Land 8 SWEEP ATTACKS
- SMC_9SWEEP=Land 9 SWEEP ATTACKS
- SMC_10SWEEP=Land 10 SWEEP ATTACKS
- SMC_1UPPER=Land 1 UPPERCUT
- SMC_2UPPER=Land 2 UPPERCUTS
- SMC_3UPPER=Land 3 UPPERCUTS
- SMC_4UPPER=Land 4 UPPERCUTS
- SMC_5UPPER=Land 5 UPPERCUTS
- SMC_2LIGHT_ATT=Land 2 FRONT ATTACKS
- SMC_3LIGHT_ATT=Land 3 FRONT ATTACKS
- SMC_4LIGHT_ATT=Land 4 FRONT ATTACKS
- SMC_5LIGHT_ATT=Land 5 FRONT ATTACKS
- SMC_6LIGHT_ATT=Land 6 FRONT ATTACKS
- SMC_7LIGHT_ATT=Land 7 FRONT ATTACKS
- SMC_8LIGHT_ATT=Land 8 FRONT ATTACKS
- SMC_9LIGHT_ATT=Land 9 FRONT PUNCH ATTACKS
- SMC_10LIGHT_ATT=Land 10 LIGHT ATTACKS
- SMC_2MED_ATT=Land 2 BACK PUNCH ATTACKS
- SMC_3MED_ATT=Land 3 BACK PUNCH ATTACKS
- SMC_4MED_ATT=Land 4 BACK PUNCH ATTACKS
- SMC_5MED_ATT=Land 5 BACK PUNCH ATTACKS
- SMC_6MED_ATT=Land 6 BACK PUNCH ATTACKS
- SMC_7MED_ATT=Land 7 BACK PUNCH ATTACKS
- SMC_8MED_ATT=Land 8 BACK PUNCH ATTACKS
- SMC_9MED_ATT=Land 9 BACK PUNCH ATTACKS
- SMC_10MED_ATT=Land 10 BACK PUNCH ATTACKS
- SMC_2HARD_ATT=Land 2 FRONT KICK ATTACKS
- SMC_3HARD_ATT=Land 3 FRONT KICK ATTACKS
- SMC_4HARD_ATT=Land 4 FRONT KICK ATTACKS
- SMC_5HARD_ATT=Land 5 FRONT KICK ATTACKS
- SMC_6HARD_ATT=Land 6 FRONT KICK ATTACKS
- SMC_7HARD_ATT=Land 7 FRONT KICK ATTACKS
- SMC_8HARD_ATT=Land 8 FRONT KICK ATTACKS
- SMC_9HARD_ATT=Land 9 FRONT KICK ATTACKS
- SMC_10HARD_ATT=Land 10 HEAVY ATTACKS
- SMC_1THRW=Land 1 THROW
- SMC_2THRW=Land 2 THROWS
- SMC_3THRW=Land 3 THROWS
- SMC_4THRW=Land 4 THROWS
- SMC_5THRW=Land 5 THROWS
- SMC_1JUMPATK=Land 1 JUMP ATTACK
- SMC_2JUMPATK=Land 2 JUMP ATTACKS
- SMC_3JUMPATK=Land 3 JUMP ATTACKS
- SMC_4JUMPATK=Land 4 JUMP ATTACKS
- SMC_5JUMPATK=Land 5 JUMP ATTACKS
- SMC_6JUMPATK=Land 6 JUMP ATTACKS
- SMC_7JUMPATK=Land 7 JUMP ATTACKS
- SMC_8JUMPATK=Land 8 JUMP ATTACKS
- SMC_9JUMPATK=Land 9 JUMP ATTACKS
- SMC_10JUMPATK=Land 10 JUMP ATTACKS
- SMC_1DK_ATT=Land 1 DUCKING ATTACK
- SMC_2DK_ATT=Land 2 DUCKING ATTACKS
- SMC_3DK_ATT=Land 3 DUCKING ATTACKS
- SMC_4DK_ATT=Land 4 DUCKING ATTACKS
- SMC_5DK_ATT=Land 5 DUCKING ATTACKS
- SMC_6DK_ATT=Land 6 DUCKING ATTACKS
- SMC_7DK_ATT=Land 7 DUCKING ATTACKS
- SMC_8DK_ATT=Land 8 DUCKING ATTACKS
- SMC_9DK_ATT=Land 9 DUCKING ATTACKS
- SMC_10DK_ATT=Land 10 DUCKING ATTACKS
- SMC_80USEC=Win the match in UNDER 120 SECONDS
- SMC_70USEC=Win the match in UNDER 110 SECONDS
- SMC_60USEC=Win the match in UNDER 100 SECONDS
- SMC_50USEC=Win the match in UNDER 90 SECONDS
- SMC_40USEC=Win the match in UNDER 80 SECONDS
- SMC_30USEC=Win the match in UNDER 70 SECONDS
- SMC_1GIMMICK=Use your CHARACTER POWER 1 time
- SMC_2GIMMICK=Use your CHARACTER POWER 2 times
- SMC_3GIMMICK=Use your CHARACTER POWER 3 times
- SMC_1BLOCKESCAPE=Perform 1 BLOCK ESCAPE
- SMC_2BLOCKESCAPE=Perform 2 BLOCK ESCAPES
- SMC_3BLOCKESCAPE=Perform 3 BLOCK ESCAPES
- SMC_2BOUNCES=Land 2 BOUNCE ATTACKS
- SMC_3BOUNCES=Land 3 BOUNCE ATTACKS
- SMC_4BOUNCES=Land 4 BOUNCE ATTACKS
- SMC_5BOUNCES=Land 5 BOUNCE ATTACKS
- SMC_1WAKEUP=Perform 1 GETUP ATTACK
- SMC_2WAKEUP=Perform 2 GETUP ATTACKS
- SMC_1REVERSAL=Perform 1 REVERSAL ATTACK
- SMC_2REVERSAL=Perform 2 REVERSAL ATTACKS
- SMC_3REVERSAL=Perform 3 REVERSAL ATTACKS
- SMC_4REVERSAL=Perform 4 REVERSAL ATTACKS
- SMC_5REVERSAL=Perform 5 REVERSAL ATTACKS
- SMC_NO_BLK=Don't BLOCK
- SMC_NO_JUMP=Don't JUMP
- SMC_NO_DUCK=Don't DUCK
- SMC_NO_UPPER=Don't perform an UPPERCUT
- SMC_NO_METER=Don't spend any METER
- [TestYourLuck]
- ScreenTitle=TEST YOUR LUCK
- ConfirmOpponent=CONFIRM OPPONENT
- ConfirmMod=CONFIRM MODIFIER
- ConfirmMods=CONFIRM MODIFIERS
- ConfirmReward=CONFIRM REWARD
- PipNone=""
- PipP1=P1
- PipP2=P2
- PipAll=ALL
- [Training]
- StepForward=Test
- [ModifierTypeName]
- None=NONE
- Blood=BLOOD
- Chaos=CHAOS
- Dark=DARK
- Electric=ELECTRIC
- Energy=ENERGY
- Fire=FIRE
- Ice=ICE
- Magic=MAGIC
- Physical=PHYSICAL
- Poison=POISON
- [Modifier.Title]
- AcidRain=ACID RAIN
- AirStrike=SPECIAL FORCES CARPET BOMB
- Alive=ALIVE
- Armor=ARMORED
- BadDucking=BAD DUCKING
- BadJumping=BAD JUMPING
- BadLowGround=BAD LOW GROUND
- BadSpecial=BAD SPECIAL
- BagOfTricks=BAG OF TRICKS
- BeachBall=BEACH BALL
- Bleeding=BLEEDING
- BlockingDisabled=BLOCKING DISABLED
- Bloodbath=BLOODBATH
- BloodFloor=BLOOD FLOOR
- BloodStorm=BLOOD STORM
- BreakersDisabled=BREAKERS DISABLED
- BrutalityKombat=BRUTALITY KOMBAT
- BuffedUp=GROWING STRONGER
- ChaosStorm=CHAOS STORM
- Confused=CONFUSED
- CoordinatesReceived=LEX SATELLITES
- CurseOfDeath=CURSE OF DEATH
- CurseOfSloth=CURSE OF SLOTH
- Danger=LOW HEALTH
- DarkKombat=IN THE DARK
- DarkAura=DARK AURA
- DarkStorm=DARK STORM
- DeadHands=GRUNDY ASSIST
- DeflectedGlaive=DEFLECTED GLAIVES
- Disoriented=DISORIENTED
- DoubleDamage=DOUBLE DAMAGE
- Earthshaker=EARTHSHAKER
- Earthquake=WORLD ENGINE
- EasilyWounded=EASILY WOUNDED
- ElectricFists=ELECTRIC GUANTLETS
- ElectricFloor=ELECTRIC FLOORS
- ElectricRockets=LEX ROCKETS E12
- ElectricStorm=ELECTRIC STORM
- EnergyFists=ENERGY FISTS
- EnergyFloor=ENERGY FLOOR
- EnergyStorm=ENERGY STORM
- FallingBombs=FALLING BOMBS
- Fire=COMBUSTION
- FireFists=FIRE GUANTLETS
- FireRockets=LEX ROCKETS F171
- FireStorm=FIRE STORM
- FleetFooted=FLEET FOOTED
- FloorOfFlame=FIRE PILLARS
- Frostbite=FROSTBITE
- FrostTouch=ICE GUANTLETS
- FullArmor=FULL ARMOR
- FullReflectArmor=REFLECT ARMOR (FULL)
- GiftOfArmor=GIFT OF ARMOR
- GiftOfDeath=GIFT OF DEATH
- GiftOfEnergy=GIFT OF ENERGY
- GiftOfHaste=GIFT OF HASTE
- GiftOfHealth=GIFT OF HEALTH
- GiftOfRandom=GIFT OF RANDOM
- GiftOfSloth=GIFT OF SLOTH
- GiftOfSuper=GIFT OF SUPER
- GodFists=GOD FISTS
- GroundSpikes=GROUND SPIKES
- GroundBlade=GROUND BLADE
- GunAttacksUp=ARMOR PIERCING ROUNDS
- HandToHandKombat=HAND TO HAND KOMBAT
- HealthDegen=HEALTH DEGENERATION
- HealthRegen=HEALTH REGENERATION
- HeavyHitter=HEAVY HITTER
- HighGround=HIGH GROUND
- HydroAssist=HYDRO ASSIST
- HyperKombat=HYPER KOMBAT
- IceRockets=ICE ROCKETS
- IceFists=ICE FISTS
- IceFloor=ICE FLOOR
- IceStorm=ICE STORM
- InfiniteSuperMeter=INFINITE SUPER METER
- InfiniteTimer=INFINITE TIMER
- InstantHealth=INSTANT HEALTH
- InstantSloth=INSTANT SLOTH
- InvertedBlocking=INVERTED BLOCKING
- JuggleKombat=JUGGLE KOMBAT
- JumpKombat=JUMP KOMBAT
- CloseKombat=CLOSE KOMBAT
- KoinKombat=KOIN KOMBAT
- NoKombos=NO KOMBOS
- Landmines=LANDMINES
- LetTheBodiesHitFloor=LET THE BODIES HIT THE FLOOR
- BlueLightningStrikes=BLUE LIGHTNING STRIKES
- RedLightningStrikes=RED LIGHTNING STRIKES
- OrangeLightningStrikes=ORANGE LIGHTNING STRIKES
- YellowLightningStrikes=YELLOW LIGHTNING STRIKES
- BlackLightningStrikes=BLACK LIGHTNING STRIKES
- LimitedTime_45=45 SECOND TIMER
- LockOn=LOCK ON
- MagicFists=MAGIC FISTS
- MagicFloor=
- MagicStorm=MAGIC STORM
- MagneticFloor=MAGNETIC FLOOR
- MeteorKombat=METEOR KOMBAT
- Molasses=MOLASSES
- HighJump=HIGH JUMP
- Narcolepsy=NARCOLEPSY
- NinjaKombat=NINJA KOMBAT
- NoBlocking=NO BLOCKING
- NoBreakers=NO BREAKERS
- NoDashing=NO DASHING
- NoEnhancedSpecials=NO AMPLIFIED SPECIALS
- NoJumping=NO JUMPING
- NoSpecials=NO SPECIALS
- NoSuperMeter=NO SUPER METER
- NoThrowing=NO THROWS
- NoTurtles=NO TURTLES
- NoXRays=NO FATAL BLOWS
- Overpowered=OVERPOWERED
- PanningLasers=PANNING LASERS
- PeekABoo=PEEK A BOO
- PillarsOfFlame=PILLARS OF FLAME
- Poisoned=POISONED
- PoisonFists=POISON FISTS
- PoisonRockets=POISON ROCKETS
- PoisonStorm=POISON STORM
- PortalKombat=PORTAL KOMBAT
- PowerfulInteracts=POWERFUL INTERACTS
- PowerfulJumpKicks=POWERFUL JUMP KICKS
- PowerStruggle=POWER STRUGGLE
- Psychosis=PSYCHOSIS
- QuickAboutIt=QUICK ABOUT IT
- QuickUppercutRecovery=QUICK UPPERCUT RECOVERY
- FallingIce=FALLING ICE
- RainAssist=RAIN ASSIST
- RainOfIce=RAIN OF ICE
- ReptileAssist=REPTILE ASSIST
- RayOfDeath=RAY OF DEATH
- RayOfLife=RAY OF LIFE
- RayOfSuper=RAY OF SUPER
- ReflectArmorTemp=REFLECT ARMOR
- SecurityLexOrbs=SECURITY ORBS
- SFSecurityOrbs=SECURITY ORBS
- SFSecurityTurrent=SECURITY TURRET
- SFSecurityDrone=SECURITY DRONE
- SlowMotion=SLOW MOTION
- Solaris=SOLARIS
- SuperDegen=SUPER DEGENERATION
- SuperRegen=SUPER REGENERATION
- TiltingWorld=TILTING WORLD
- TimerDecrease=SHORT TIMER
- TimerIncrease=LONG TIMER
- TornadoKombat=TORNADO KOMBAT
- ChipDamage=CHIP DAMAGE
- Tornados=TORNADOS
- TurboKombat=TURBO KOMBAT
- UnblockableInteract=UNBLOCKABLE INTERACTS
- VampireKombat=VAMPIRE KOMBAT
- Weakened=WEAKENED
- WetSpot=WET SPOT
- Wrestling=WRESTLING
- XrayInstKill=FATAL BLOW INSTANT KILL
- YouAreSpecial=YOU ARE SPECIAL
- ZombieKombat=ZOMBIE KOMBAT
- DvorahPoisonOvipositors=
- DvorahSpiderFood=
- LiuKangFlowLikeWater=
- KabalHookBleed=
- CyraxBombsAssist=CYBER BOMBS
- BoRaiChoAssist=ELDER GAS
- BloodTotem=BLOOD TOTEM
- CyraxAssist=CYBER NET
- ShinnokAssist=HAND OF THE ELDER GOD
- TremorAssist=
- TanyaAssist=
- TakedaAssist=
- SmokeAssist=
- SektorAssist=
- ReikoAssist=
- QuanChiAssist=
- OnyxAssist=
- NitaraAssist=
- MileenaAssist=
- MeatAssist=
- KungJinAssist=
- HsuHaoAssist=
- KenshiAssist=
- ErmacAssist=
- PoisonFloor=
- DarkFloor=
- ChaosFloor=
- FireFloor=
- BloodAura=
- MagicAura=
- EnergyAura=
- PoisonAura=
- ElectricAura=
- ChaosAura=
- FireAura=
- IceAura=
- BloodRockets=TEKUNIN VAMPIRIC MISSILES
- MagicRockets=
- EnergyRockets=
- DarkRockets=
- ChaosRockets=
- BloodShield=
- MagicShield=
- EnergyShield=
- PoisonShield=
- DarkShield=
- ElectricShield=
- ChaosShield=
- FireShield=
- IceShield=
- BloodFists=
- DarkFists=
- ChaosFists=
- MagicTotem=
- EnergyTotem=
- PoisonTotem=
- DarkTotem=
- ElectricTotem=
- ChaosTotem=
- FireTotem=
- FirePool=
- AcidPool=
- GroundMines=
- Char_Baraka=Baraka
- Char_Cassie=Cassie Cage
- Char_Cetrion=Cetrion
- Char_CyberFrost=Frost
- Char_DVorah=D'Vorah
- Char_ErronBlack=Erron Black
- Char_Jacqui=Jacqui
- Char_Jade=Jade
- Char_Jax=Jax
- Char_Cage=Johnny Cage
- Char_Kabal=Kabal
- Char_Kano=Kano
- Char_Kitana=Kitana
- Char_Kollector=Kollector
- Char_Kotal=Kotal Kahn
- Char_KungLao=Kung Lao
- Char_LiuKang=Liu Kang
- Char_Noob=Noob
- Char_Raiden=Raiden
- Char_Scorpion=Scorpion
- Char_ShaoKahn=Shao Kahn
- Char_Skarlet=Skarlet
- Char_Sonya=Sonya
- Char_SubZero=Sub Zero
- Char_Terminas=Geras
- Blank=???
- [Modifier.Description]
- AcidRain=Clouds form above the fightline raining acid down ot the kombatants during the match.
- AirStrike=A Special Forces jet soars over the fightline dropping bombs on the Kombatants during the match.
- Alive=Players Start With Low Health And Regens Overtime
- Armor=Kombatants start the match with armor that must be broken.
- BadDucking=Don't Duck
- BadJumping=Don't Jump
- BadLowGround=Bad Low Ground
- BadSpecial=Bad Special
- BagOfTricks=Bag of Tricks
- BeachBall=Kombatants take increased damage while juggled.
- Bleeding=Bleeding
- BlockingDisabled=Blocking is Disabled
- Bloodbath=Hits cause bleeding and damage over time.
- BloodFloor=Blood Floor
- BloodStorm=Blood Storm
- BreakersDisabled=Breakers are Disabled
- BuffedUp=Buffed Up
- ChaosStorm=Chaos Storm
- Confused=
- CoordinatesReceived=
- CurseOfDeath=Curse Of Death
- CurseOfSloth=Curse Of Sloth
- Danger=
- DarkKombat=Darkness Constantly Konsumes The Earth
- DarkAura=Dark Aura
- DarkStorm=Dark Storm
- DeadHands=Grundy Assist
- DeflectedGlaive=Deflected Glaives
- Disoriented=
- DoubleDamage=Players Do Double Damage On All Attacks
- Earthshaker=Earthshaker
- Earthquake=The World Engine Has Started Terraforming Earth's Atmosphere
- EasilyWounded=
- ElectricFists=Electric Fists
- ElectricFloor=Electric Floors
- ElectricRockets=Electric Rockets
- ElectricStorm=Electric Storm
- EnergyFists=Energy Fists
- EnergyFloor=Energy Floor
- EnergyStorm=Energy Storm
- FallingBombs=Falling Bombs
- Fire=
- FireFists=Fire Fists
- FireRockets=Fire Rockets
- FireStorm=Fire Storm
- FleetFooted=Fleet Footed
- FloorOfFlame=Floor of Flame
- Frostbite=Frostbite
- FrostTouch=Frost Touch
- FullArmor=
- FullReflectArmor=
- GiftOfArmor=Gift of Armor
- GiftOfDeath=Gift of Death
- GiftOfEnergy=Gift of Energy
- GiftOfHaste=Gift of Haste
- GiftOfHealth=Gift of Health
- GiftOfRandom=Gift of Random
- GiftOfSloth=Gift of Sloth
- GiftOfSuper=Gift of Super
- GodFists=God Fists
- GroundSpikes=Ground Spikes
- GroundBlade=Ground Blade
- GunAttacksUp=Armor Piercing Rounds
- HandToHandKombat=
- HealthDegen=
- HealthRegen=
- HeavyHitter=
- HighGround=
- HydroAssist=Hydro Assist
- HyperKombat=
- IceRockets=Ice Rockets
- IceFists=Ice Fists
- IceFloor=Ice Floor
- IceStorm=Ice Storm
- InfiniteSuperMeter=
- InfiniteTimer=
- InstantHealth=Instant Health
- InstantSloth=Instant Sloth
- InvertedBlocking=
- JuggleKombat=
- JumpKombat=
- CloseKombat=
- KoinKombat=
- NoKombos=
- Landmines=
- LetTheBodiesHitFloor=
- BlueLightningStrikes=Blue Lightning Strikes
- RedLightningStrikes=Red Lightning Strikes
- OrangeLightningStrikes=Orange Lightning Strikes
- YellowLightningStrikes=Yellow Lightning Strikes
- BlackLightningStrikes=Black Lightning Strikes
- LimitedTime_45=
- LockOn=
- MagicFists=Magic Fists
- MagicFloor=Magic Floor
- MagicStorm=Magic Storm
- MagneticFloor=
- MeteorKombat=Meteor Kombat
- Molasses=Slow your foe to a crawl temporarily.
- HighJump=
- Narcolepsy=
- NinjaKombat=
- NoBlocking=
- NoBreakers=
- NoDashing=
- NoEnhancedSpecials=
- NoJumping=
- NoSpecials=
- NoSuperMeter=
- NoThrowing=
- NoTurtles=
- NoXRays=No Fatal Blows
- Overpowered=
- PanningLasers=Panning Lasers
- PeekABoo=
- PillarsOfFlame=Pillars Of Flame
- Poisoned=Take increasing damage over time. Land a 3 hit kombo to reset this damage.
- PoisonFists=
- PoisonRockets=
- PoisonStorm=Poison Storm
- PortalKombat=
- PowerfulInteracts=
- PowerfulJumpKicks=
- Psychosis=
- QuickAboutIt=
- QuickUppercutRecovery=
- FallingIce=
- RainAssist=Rain Assist
- RainOfIce=Rain Of Ice
- ReptileAssist=Reptile Assist
- RayOfDeath=
- RayOfLife=
- RayOfSuper=
- ReflectArmorTemp=
- SecurityLexOrbs=Security Orbs
- SFSecurityOrbs=Security Orbs
- SFSecurityTurrent=Security Turret
- SFSecurityDrone=Security Drone
- SlowMotion=
- Solaris=Solaris
- SuperDegen=
- SuperRegen=
- TiltingWorld=
- TimerDecrease=
- TimerIncrease=
- TornadoKombat=
- ChipDamage=
- Tornados=Tornados
- TurboKombat=
- UnblockableInteract=
- VampireKombat=
- Weakened=
- WetSpot=
- Wrestling=
- XrayInstKill=Fatal Blow Instantly kill
- YouAreSpecial=
- ZombieKombat=
- DvorahPoisonOvipositors=
- DvorahSpiderFood=
- LiuKangFlowLikeWater=
- KabalHookBleed=
- CyraxBombsAssist=
- BloodTotem=A Blood Totem rises up from the ground, draining health from nearby kombatants during the fight. Destroying totems recovers health.
- CyraxAssist=A Cyber Lin Kuei Net targets kombatants during the fight.
- ShinnokAssist=A skeleton hand targets kombatants during the fight.
- TremorAssist=
- TanyaAssist=
- TakedaAssist=
- SmokeAssist=
- SektorAssist=
- ReikoAssist=
- QuanChiAssist=
- OnyxAssist=
- NitaraAssist=
- MileenaAssist=
- MeatAssist=
- KungJinAssist=
- HsuHaoAssist=
- KenshiAssist=
- ErmacAssist=
- BoRaiChoAssist=
- PoisonFloor=
- DarkFloor=
- FireFloor=
- BloodAura=
- MagicAura=
- EnergyAura=
- PoisonAura=
- ElectricAura=
- ChaosAura=
- FireAura=
- IceAura=
- BloodRockets=Vampiric Missiles target kombatants during the fight.
- MagicRockets=
- EnergyRockets=
- DarkRockets=
- ChaosRockets=
- BloodShield=
- MagicShield=
- EnergyShield=
- PoisonShield=
- DarkShield=
- ElectricShield=
- ChaosShield=
- FireShield=
- IceShield=
- BloodFists=
- DarkFists=
- ChaosFists=
- ChaosFloor=
- MagicTotem=
- EnergyTotem=
- PoisonTotem=
- DarkTotem=
- ElectricTotem=
- ChaosTotem=
- FireTotem=
- FirePool=
- AcidPool=
- GroundMines=
- Char_Baraka=Baraka
- Char_Cassie=Cassie Cage
- Char_Cetrion=Cetrion
- Char_CyberFrost=Frost
- Char_DVorah=D'Vorah
- Char_ErronBlack=Erron Black
- Char_Jacqui=Jacqui
- Char_Jade=Jade
- Char_Jax=Jax
- Char_Cage=Johnny Cage
- Char_Kabal=Kabal
- Char_Kano=Kano
- Char_Kitana=Kitana
- Char_Kollector=Kollector
- Char_Kotal=Kotal Kahn
- Char_KungLao=Kung Lao
- Char_LiuKang=Liu Kang
- Char_Noob=Noob
- Char_Raiden=Raiden
- Char_Scorpion=Scorpion
- Char_ShaoKahn=Shao Kahn
- Char_Skarlet=Skarlet
- Char_Sonya=Sonya
- Char_SubZero=Sub Zero
- Char_Terminas=Geras
- [Portal.UI]
- Requirements=REQUIREMENTS
- Rewards=REWARDS
- Bonuses=BONUS REWARDS
- Locked=LOCKED
- Unlocked=UNLOCKED
- PortalQuest=PORTAL QUEST KOMPLETION
- PortalRewards=PORTAL QUEST REWARDS
- Unavaliable=UNAVAILABLE
- Default=CLASSIC
- Daily=DAILY
- Hourly=HOURLY
- Premier=PREMIER
- PortalStageSubtitle={subtitle:%s} Stage {stageNum:%d}
- PortalExpired=PORTAL {portal:%s} HAS EXPIRED
- NextStage="CONGRATULATIONS!\nSTAGE {stageNum:%d} KOMPLETED"
- CharacterStageCompleted="CONGRATULATIONS!\nSTAGE {stageNum:%d} KOMPLETED"
- NoLeaderboardStanding=N/A
- OutOfDate=TOWERS OF TIME HAS BEEN UPDATED. PLEASE WAIT WHILE WE RETRIEVE THE UPDATE&
- NoPortalsAvaliable=TOWERS OF TIME UNAVAILABLE
- ErrorRetrievingPortals=THERE WAS AN ERROR RETRIEVING THE TOWERS OF TIME. PLEASE TRY AGAIN LATER.
- KlassicPortalEnterError=THERE WAS AN ERROR RETRIEVING KLASSIC TOWERS. NO SAVE DATA OR REWARDS WILL BE GIVEN OUT. DO YOU STILL WISH TO KONTINUE?
- UnableToFindEvent=THE TOWER IS NO LONGER VALID
- PortalSeasonExpired=PORTAL SEASON HAS FINISHED
- PortalSeasonRewardTitle="CONGRATULATIONS YOU PLACED IN THE TOP {percentile:%d}% PERCENTILE\nFINAL RANK: {rank:%d}"
- FirstTimeEnter="Welcome to the Towers of Time.\nEl Psy Congroo.\nTODO: Design update me. This shows up when you first enter towers of time"
- FirstTutorialTowerPrompt="Welcome to the Towers of Time.\nAn ever changing environment with countless challenges and towers."
- SecondTutorialTowerPrompt="This is the second tower.\nTODO: Design update me. This will show up after you complete the first tower and are highlighting the second tower."
- ThirdTutorialTowerPrompt="This is the third tower.\nTODO: Design update me. This will show up after you complete the second tower and are highlighting the third tower."
- FourthTutorialTowerPrompt="This is the fourth tower.\nIt is big and scary.\nTODO: Design update me. This will show up after you complete the third tower and are highlighting the fourth boss tower."
- TutorialFinished="CONGRATULATIONS YOU FINISHED THE TUTORIAL"
- Endless="
- Boss=
- RetrievingPortals=RETRIEVING TOWERS OF TIME&
- UnlockCharDescription={character:%s} REQUIRED
- UnlockCharLevelDescriptionWithChar=LEVEL {levelNum:%d} {character:%s} REQUIRED
- UnlockCharLevelDescriptionAnyChar=LEVEL {level:%d} CHARACTER REQUIRED
- UnlockCharLevelCharacterReason=DOES NOT MEET LEVEL REQUIREMENT ({level:%d})
- UnlockCharQualityDescriptionWithChar={goalCount:%d} {qualityDes:%s} GEAR ITEMS REQUIRED FOR {charName:%s}
- UnlockCharQualityDescriptionAnyChar={goalCount:%d} {qualityDes:%s} GEAR ITEMS REQUIRED FOR A CHARACTER
- UnlockCharQualityCharacterReason=NO LOADOUT HAS {goalCount:%d} {qualityDes:%s} GEAR ITEMS
- UnlockCharQualityLoadoutReason=LOADOUT REQUIRES {goalCount:%d} {qualityDes:%s} GEAR ITEMS
- UnlockEventCompleteEventDescription={eventName:%s} TOWER MUST BE KOMPLETED
- UnlockAnyEventCompleteEventDescription=KOMPLETE {event1Name:%s} OR {event2Name:%s}
- UnlockEventWithGoldDescription=SPEND {credits:%s} CREDITS TO MEET REQUIREMENT
- UnlockEventWithGoldDescriptionAttempt=SPEND {credits:%s} CREDITS PER ATTEMPT
- UnlockEventWithGold=SPEND {amount:%s} KOINS?
- UnlockEventWithSoul=SPEND {amount:%s} SOUL FRAGMENTS?
- UnlockEventWithHeart=SPEND {amount:%s} HEARTS?
- UnlockEventDescriptionWithGold={currentNum:%s}/{goalNum:%s} KOINS TO MEET REQUIREMENT
- UnlockEventDescriptionWithSoul={currentNum:%s}/{goalNum:%s} SOUL FRAGMENTS TO MEET REQUIREMENT
- UnlockEventDescriptionWithHeart={currentNum:%s}/{goalNum:%s} HEARTS TO MEET REQUIREMENT
- UnlockEventAttemptDescriptionWithGold=SPEND {currentNum:%s}/{goalNum:%s} KOINS PER ATTEMPT
- UnlockEventAttemptDescriptionWithSoul=SPEND {currentNum:%s}/{goalNum:%s} SOUL FRAGMENTS PER ATTEMPT
- UnlockEventAttemptDescriptionWithHeart=SPEND {currentNum:%s}/{goalNum:%s} HEARTS PER ATTEMPT
- LockEventUponTooManyAttemptsDescription=TOWER CAN ONLY BE ATTEMPTED {attemptsTaken:%d}/{totalAttempts:%d} TIMES
- LockEventUponTooManyCompletionsDescription=TOWER CAN ONLY BE KOMPLETED {timesCompleted:%d}/{totalAttempts:%d} TIMES
- LockEventUponTooManyAttemptsDescriptionLocked=TOWER HAS BEEN ATTEMPTED {attemptsTaken:%d}/{totalAttempts:%d} TIMES
- LockEventUponTooManyCompletionsDescriptionLocked=TOWER HAS BEEN KOMPLETED {timesCompleted:%d}/{totalAttempts:%d} TIMES
- ChallengeCompletedUnLockInfo=LOCKS WHEN OBJECTIVE IS COMPLETED
- ChallengeCompletedUnLockInfoLocked=OBJECTIVE HAS BEEN MET
- GlobalFightingStatDescriptionFormat ={currentNum:%s}/{goalNum:%s} {statDescription:%s}
- TOTAL_WINS=TOTAL WINS WITH {charName:%s}
- GenericCharLockReason=DOES NOT MEET CHARACTER REQUIRMENT
- GenericCharLockReasonWithChar={character:%s} REQUIRED
- ;Custom Unlock Event Descriptions
- UnlockEventXStatCountDescription={goalCount:%d} {description:%s} REQUIRED ON {characterName:%s}
- UnlockEventXStatCountDescriptionAnyChar={goalCount:%d} {description:%s} REQUIRED ON A CHARACTER
- UnlockEventXStatCountCharacterReason=NO LOADOUT HAS {goalCount:%d} {description:%s}
- UnlockEventXStatCountLoadoutReason=LOADOUT REQUIRES {goalCount:%d} {description:%s}
- UnlockEventXStatValueDescription={value:%g} {description:%s} REQUIRED ON {characterName:%s}
- UnlockEventXStatValueDescriptionAnyChar={value:%g} {description:%s} REQUIRED ON A CHARACTER
- UnlockEventXStatValueCharacterReason=NO LOADOUT HAS {value:%g} {description:%s}
- UnlockEventXStatValueLoadoutReason=LOADOUT REQUIRES {value:%g} {description:%s}
- UnlockEventXStatGoldBatarang=GOLD BATARANG STAT
- UnlockEventXStatHealth=HEALTH
- PerformanceHeader=PERFORMANCE
- MatchResultsHeader=MATCH RESULTS
- FinishersHeader=FINISHERS
- ExtrasHeader=EXTRAS
- PointsHeader=TOTAL POINTS
- GoalsHeader=SCORE GOALS
- AIFighter=AUTO FIGHTER
- PerformanceRewardsHeader=PERFORMANCE REWARDS
- SimplePoints={formattedPoints:%s} POINTS
- MultiplePoints={formattedNum:%s} X {formattedPoints:%s} POINTS
- BrutalUnlocked=BRUTAL DIFFICULTY UNLOCKED
- EventResultsContinuePrompt={acceptButton:%hs} KONTINUE
- MinimumCurrencyRequiredGold=NEED AT LEAST {amount:%s} KOINS TO CONTRIBUTE TOWARDS THIS TOWER
- MinimumCurrencyRequiredSoul=YOU NEED AT LEAST {amount:%s} SOUL FRAGMENTS TO CONTRIBUTE TOWARDS THIS TOWER
- MinimumCurrencyRequiredHeart=YOU NEED AT LEAST {amount:%s} HEARTS TO CONTRIBUTE TOWARDS THIS TOWER
- ToT.Title=TOWERS OF TIME
- ToT.ReplacePrompt={dbutton:%hs} REPLACE PORTAL
- ToT.ActivatePrompt={dbutton:%hs} ACTIVATE
- ToT.UseKeyPrompt={dbutton:%hs} USE KEY
- RAT.OpenPrompt={ubutton:%hs} RACE AGAINST TIME
- RAT.Kompleted=TOWERS KOMPLETED
- RAT.TotalScore=TOTAL SCORE
- RAT.Title=RACE AGAINST TIME
- RAT.NewDescription=A new Race Against Time has begun! Compete against other players for the top Total Tower Score! Your Total Tower Score is the combined total of your highest scores for each tower you komplete.
- RAT.NewPrompt={dbutton:%hs} GOT IT
- RAT.WeeksRewards=REWARDS THIS WEEK
- RAT.Placement=EST. PLACEMENT
- RAT.TopPercent=TOP {percent:%i}%
- RAT.Downloading=DOWNLOADING RACE AGAINST TIME DATA
- RAT.NoData=NO RACE AGAINST TIME DATA AVAILABLE
- RAT.LeaderboardPrompt={dbutton:%hs} KOMBAT KARD {lbutton:%hs} {gamercard:%s}
- RAT.RankHeader=RANK
- RAT.ScoreHeader=SCORE
- RAT.PercentileFormat=Top {num:%u}%
- Inventory.OpenPrompt={rtbutton:%hs} INVENTORY
- ToT.KosmeticsPrompt={dbutton:%hs} KOSMETICS
- TIP.CompletionRewards=KOMPLETION REWARDS
- TIP.PerformanceRewards=PERFORMANCE REWARDS
- TIP.OpponentsLabel=OPPONENTS
- TIP.DifficultyLabel=DIFFICULTY
- TIP.CharacterLabel=CHARACTER
- TIP.BrutalTitle=BRUTAL DIFFICULTY
- TIP.ModifiersHeader=MODIFIERS
- TIP.ModifiersNone=NONE
- TIP.HighScore=HIGH SCORE:
- TIP.Rank=RANK:
- TIP.NormalDifficulty=NORMAL
- TIP.BrutalDifficulty=BRUTAL
- TIP.Rewards=REWARDS
- TIP.VeryEasy=VERY EASY
- TIP.Easy=EASY
- TIP.Medium=MEDIUM
- TIP.Hard=HARD
- TIP.VeryHard=VERY HARD
- TIP.Invalid=
- TOP.Objectives=TOWER PLATFORM OBJECTIVES
- TOP.Rewards=REWARDS
- TRP.Requirements=REQUIREMENTS
- TPP.RecommendedTitle=RECOMMENDED
- TPP.ItemCount=x{number:%d}
- TPP.ConsumablePrompt={acceptButton:%hs} USE A KONSUMABLE
- TEP.OpponentNumber=OPPONENT {number:%d}
- TSP.DefaultSubtitle=CHARACTER TOWERS
- TSP.UnlockTitle=COST TO UNLOCK
- TSP.UnlockPrompt={acceptButton:%hs} PURCHASE
- TSP.CannotUnlockPrompt=INSUFFICIENT RESOURCES
- TSP.AvailableTitle=AVAILABLE
- TSP.AvailablePrompt={acceptButton:%hs} SUMMON
- TSP.ActiveTitle=ACTIVE
- TSP.ClearedTitle=CLEARED!
- LeaderboardInvalid=No leaderboard data available
- [Character.Attribute]
- Female=FEMALE
- [Character.Attribute.Char]
- Female=FEMALE CHARACTER
- [PortalQuest]
- PQCompleteQuestDesc=KOMPLETE {eventName:%s} TOWER
- PQCharacterCompletionDesc=KOMPLETE {eventName:%s} TOWER WITH {character:%s}
- PQFemaleCompletionDesc=KOMPLETE {eventName:%s} WITH A FEMALE CHARACTER
- PQEquipmentQualityDesc1=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR
- PQEquipmentQualityDesc2=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR, {number1:%d} {rarity1:%s} GEAR
- PQEquipmentQualityDesc3=KOMPLETE {event:%s} TOWER WITH {number:%d} {rarity:%s} GEAR, {number1:%d} {rarity1:%s} GEAR, {number2:%d} {rarity2:%s} GEAR
- [PortalDonationPopup]
- SpendKoinsSubtitle=DONATE KOINS
- KoinIcon=[koin]
- KoinsLabel=KOINS
- SpendSoulsSubtitle=SPEND SOULS
- SoulIcon=[soul]
- SoulsLabel=SOULS
- SpendHeartsSubtitle=SPEND HEARTS
- HeartIcon=[heart]
- HeartsLabel=HEARTS
- AcceptPrompt={acceptButton:%hs} CONFIRM
- CancelPrompt={cancelButton:%hs} CANCEL
- [LootTable]
- CondenseLineFormat={name:%s} x{number:%d}
- GenericSlotName=SLOT
- Generic=RANDOM REWARD
- GenericDebug=RANDOM REWARD BUG_ME
- RandomeGear=RANDOM GEAR
- RandomQualityAugment=RANDOM {quality:%s} AUGMENT
- RandomAugment=RANDOM AUGMENT
- RandomQualityGear=RANDOM {quality:%s} GEAR
- RandomSlotGearWithQuality=RANDOM {quality:%s} {slotName:%s}
- RandomSlotGear=RANDOM {slotName:%s}
- RandomCharacterWithSlotGear=RANDOM {character:%s} {slotName:%s}
- RandomCharacterWithSlotGearWithQuality={quality:%s} {character:%s} {slotName:%s}
- RandomCharacterWithAugment=RANDOM {character:%s} AUGMENT
- RandomCharacterWithAugmentWithQuality=RANDOM {quality:%s} {character:%s} AUGMENT
- RandomPortalKey=RANDOM PORTAL KEY
- RandomQualityPortalKey=RANDOM {quality:%s} PORTAL KEY
- RandomSpendableItem=RANDOM KONSUMABLE
- RandomQualitySpendableItem=RANDOM {quality:%s} KONSUMABLE
- [Wallet]
- InsufficentUnlockEventGold=YOU DON'T HAVE ENOUGH KOINS TO SPEND TOWARDS THIS TOWER
- InsufficentUnlockEventSoul=YOU DON'T HAVE ENOUGH SOUL FRAGMENTS TO SPEND TOWARDS THIS TOWER
- InsufficentUnlockEventHeart=YOU DON'T HAVE ENOUGH HEARTS TO SPEND TOWARDS THIS TOWER
- [AsyncRaid]
- Retry=RETRY
- Ready=READY
- NotReady=NOT READY
- Restart=RESTART
- PSelect=CHARACTER SELECT
- Quit=QUIT
- Empty=
- [LootChest]
- ChestTier1=CHEST TIER 1
- ChestTier2=CHEST TIER 2
- ChestTier3=CHEST TIER 3
- ChestTier4=CHEST TIER 4
- ChestTier5=CHEST TIER 5
- GuildTier1=GUILD TIER 1
- GuildTier2=GUILD TIER 2
- GuildTier3=GUILD TIER 3
- [AIFighter.UI]
- Team=TEAM
- Rank=SCORE
- WinLoss=RANKED W/L
- WinLossValue="{winValue:%d} / {lossValue:%d}"
- SelectOpponentPrompt={challengeButton:%hs} CHALLENGE {refreshButton:%hs} REFRESH {backButton:%hs} BACK
- ReturnToSelect=Do you want to return to opponent select?
- PreviouslySelectedTeam=CURRENT DEFENDERS
- DefendingTeamTitle=DEFENDING TEAM
- SelectAttackingTeam=SELECT ATTACKING TEAM
- OpponentsTeam=OPPONENT'S TEAM
- HubDailyRewardTitle=DAILY REWARDS EARNED
- SetDefendersHelp="Welcome to AI Battle.\n\nHere you will send your AI Fighters to challenge other players' teams, but first select which fighters will be on your defending team.\n\nThese fighters will defend you when you are challenged by other players."
- LeaderboardButton={button:%hs} VIEW LEADERBOARD
- EnterFight=Confirm attacking team selection and enter the fight?
- UnsetPoints=All points must be allocated
- Winner=WINNER
- SelectOpponent=SELECT OPPONENT
- BattleLog=BATTLE LOG
- Defending=DEFENDING
- Attacking=ATTACKING
- Defenders=DEFENDERS
- Attackers=ATTACKERS
- Info=INFO
- RevertChangesYes="KONTINUE WITHOUT SAVING"
- RevertChangesNo="CANCEL"
- Opponent=OPPONENT TEAM
- YourTeam=YOUR TEAM
- Rewards=REWARDS
- Won=WON
- Lost=LOST
- ViewProfile=VIEW PROFILE
- ViewProfile_Xbox=VIEW GAMERCARD
- ViewHeroCard=VIEW KOMBAT KARD
- ViewReplay=VIEW REPLAY
- Favorite=FAVORITE
- Unfavorite=UNFAVORITE
- Delete=DELETE MATCH
- NoMatchHistory=NO MATCH HISTORY
- BattleLogTimeFormat={number:%d}{labelType:%s}
- BattleLogTimeFormatShort=<1{labelType:%s}
- BattleLogButtonPrompt_ButtonSpace=" "
- BattleLogButtonPrompt_KombatKard={kombatKardButton:%hs} KOMBAT KARD
- BattleLogButtonPrompt_profile={profileButton:%hs} PROFILE
- BattleLogButtonPrompt_profile.XB1={profileButton:%hs} GAMERCARD
- BattleLogButtonPrompt_replay={replayButton:%hs} VIEW REPLAY
- BattleLogButtonPrompt_favorite={favButton:%hs} FAVORITE
- BattleLogButtonPrompt_unfavorite={favButton:%hs} UNFAVORITE
- BattleLogButtonPrompt_Back={backButton:%hs} BACK
- BattleLogButtonPrompt_NoRecords={backButton:%hs} BACK
- BattleLogBasePrompt={optionsButton:%hs} MATCH OPTIONS {backButton:%hs} BACK
- BattleLogPopupPrompt={selectButton:%hs} SELECT {optionsButton:%hs} CLOSE OPTIONS
- BattleLogEmptyPrompt={backButton:%hs} BACK
- DownloadingResults=DOWNLOADING RESULTS
- EnteringAIFighterMenu=RETRIEVING DATA
- EnteringAIFighterMenuFailed=YOU ARE NOT CONNECTED TO THE MORTAL KOMBAT†11 SERVER. PLEASE TRY AGAIN LATER.
- SearchingForOpponents=SEARCHING FOR OPPONENTS
- NoOpponentsAvailable=COULD NOT FIND OPPONENTS
- SearchForOpponentHydraFailed=YOU ARE NOT CONNECTED TO THE MORTAL KOMBAT†11 SERVER. PLEASE TRY AGAIN LATER.
- DownloadListOfChallengesFailed=ERROR DOWNLOADING BATTLE LOG RESULTS FROM THE MORTAL KOMBAT†11 SERVER
- ChallengeResultSentFailed=COULD NOT SEND MATCH RESULTS
- SendingMatchResults=SENDING MATCH RESULTS
- DefensiveTeamUpdateFailed=FAILED TO UPDATE TEAM
- DefensiveTeamUpdateSuccess=DEFENDING TEAM UPDATED
- PersonalityPresets=PERSONALITY PRESETS
- WellRounded=WELL ROUNDED
- WellRoundedDescription=Stats are distributed for balanced play.
- HardZoner=HARD ZONER
- HardZonerDescription=Tries to keep distance from opponent and throw Projectiles.
- Strategic=STRATEGIC
- StrategicDescription=Tends to punish whiffed attacks and doesn't take risks.
- Maniac=MANIAC
- ManiacDescription=Tries to stay close to the opponent and constantly attack.
- Empty=EMPTY
- EmptyDescription=Reset all attributes back to zero.
- ChestRewarded=CHEST REWARDED
- AttackerReward=ATTACKER REWARD
- DefenderReward=DEFENDER REWARD
- Button={button:%hs}
- FastForwardNone=DISABLE FAST FORWARD
- FastForwardNormal=ENABLE FAST FORWARD [2X]
- FastForwardFast=ENABLE FAST FORWARD [4X]
- QuitToMainMenuConfirm=Exiting now will count as a loss and will not give any rewards.
- SelectAttackingDescription=SELECT ATTACKING TEAM
- SelectDefendingDescription=SELECT DEFENDING TEAM
- OpponentDefendingDescription=CURRENT DEFENDING TEAM
- NoMatchRecordsFound=NO BATTLE LOG RESULTS FOUND
- BattleLogDefendingRewards=DEFENDING DAILY REWARDS
- BattleLogAttackingRewards=ATTACKING DAILY REWARDS
- AIFLockedMenuDescription=Assign Your Defenders to Access This Feature
- UnlockUITitle=
- [AIFighterHUB.UI]
- Fight.Title=
- Fight.Desc=
- Manage.Title=
- Manage.Desc=
- Empty.Title=
- Empty.Desc=
- FightAnyone.Title=FIND A BATTLE
- FightAnyone.Desc=
- FightFriends.Title=SPAR WITH FRIENDS
- FightFriends.Desc=
- SetDefenders.Title=ASSIGN DEFENDERS
- SetDefenders.Desc=
- BattleLog.Title=BATTLE LOG
- BattleLog.Desc=
- [GroupBattle]
- GroupBattle.Name=GROUP BATTLE
- GroupBattle.Desc=CHOOSE YOUR FATE
- TagBattle.Name=TAG BATTLE
- TagBattle.Desc=CHOOSE YOUR FATE
- SearchOption=SEARCH FOR PLAYERS
- SearchOptionDesc=FIND ALLIES TO ASSIST YOU
- InviteOption=INVITE PLAYERS
- InviteOptionDesc=INVITE FRIENDS TO ASSIST YOU
- SoloOption=SINGLE PLAYER
- SoloOptionDesc=PROCEED ALONE
- [GroupBattle.EventTitle]
- Debug=DEBUG
- DebugTag=DEBUG TAG
- Scorpion_1=Lost to Vengeance
- SubZero_1=Legacy of the Cryomancers
- Skarlet_1=Forbidden Blood Rites
- Raiden_1=Beast of Storms
- Baraka_1=Tarkatan Raiding Party
- Sonya_1=Special Training Session
- Terminas_1=Out of Time
- DVorah_1=Infestation Harbinger
- Cassie_1=Graduation Exam
- Jade_1=Honor Guard's Test
- Kano_1=Rigged Fight
- LiuKang_1=Champion's Challenge
- KungLao_1=Ancestor's Test
- Kabal_1=Black Dragon Apex Tech
- ErronBlack_1=Bounty Hunter's Big Contract
- CyberFrost_1=Cybernetic Assassin
- KotalKahn_1=Bow Down
- Kollector_1=Rare Goods
- NoobSaibot_1=Consuming Night
- Cetrion_1=Nature's Fury
- JohnnyCage_1=Hands Off the Goods
- ShaoKahn_1=Conquest Denied
- Kitana_1=Coronation of the Queen
- Jacqui_1=Special Weapons Testing
- Jax_1=Sparring Match
- Tag_Scorpion_1=Shirai Ryu Training
- Tag_SubZero_1=Successor to the Lineage
- Tag_Skarlet_1=Vile Blood Pits
- Tag_Raiden_1=Lightning God's Training
- Tag_Baraka_1=Blood Feast
- Tag_Sonya_1=Rogue Commander
- Tag_Terminas_1=Be Kind, Rewind
- Tag_DVorah_1=Extermination Protocol
- Tag_Cassie_1=Covert Infiltration
- Tag_Jade_1=Assassin's Mourning
- Tag_Kano_1=Smuggler's Karma
- Tag_LiuKang_1=Shaolin Training
- Tag_KungLao_1=Keeper of Order
- Tag_Kabal_1=Road Rage
- Tag_ErronBlack_1=Famous Outlaw
- Tag_CyberFrost_1=Long Thaw
- Tag_KotalKahn_1=Fruit of Sacrifice
- Tag_Kollector_1=Valuable Antiques
- Tag_NoobSaibot_1=Shadowy Assassin
- Tag_Cetrion_1=Elemental Defilement
- Tag_JohnnyCage_1=Academy Awards
- Tag_ShaoKahn_1=Deposed Ruler
- Tag_Kitana_1=Fallen Princess
- Tag_Jacqui_1=Burst Fire
- Tag_Jax_1=Cage Match
- [GroupBattle.EventDescription]
- Debug=DEBUG
- DebugTag=DEBUG TAG
- Scorpion_1=Scorpion has lost himself to his rage and vengeance. Cooperate with other fighters to defeat him!
- SubZero_1=The blood of Cryomancers flows strong in Sub Zero's veins. Put an end to his lineage!
- Skarlet_1=Skarlet is performing hideous and profane magicks. End her vile rituals!
- Raiden_1=Raiden is consumed by his wrath. Join forces and put an end to his rampage.
- Baraka_1=Baraka is leading a raiding party to savage Earthrealm. Defeat him and disband the invading force!
- Sonya_1=Sonya has offered a special training session. Defeat her and show her what you've learned.
- Terminas_1=Geras is contorting the flow of time. Put an end to his scheme!
- DVorah_1=An unfathomably large swarm is closing in, led by D'Vorah. Disperse them by defeating her!
- Cassie_1=Cassie believes she is ready to take on even more responsibility. Beat her down and send her back to school!
- Jade_1=Jade is seeking members to fight by her side, protecting those she holds dear. Defeat her and show your worth!
- Kano_1=Kano has rigged a fight and plans to use you to make a pretty penny. Team up and upset his plans!
- LiuKang_1=Liu Kang is a champion of the Mortal Kombat tournament. Challenge him and defeat him!
- KungLao_1=Kung Lao is trying to prove himself worthy of his namesake. Shatter his ambitions!
- Kabal_1=Kabal has gotten some very dangerous upgrades. Beat him down and destroy them.
- ErronBlack_1=Erron Black is out to collect a bounty on your head. Show him who he messed with!
- CyberFrost_1=Frost is here to take you down. Fight back and shut down her assassination.
- KotalKahn_1=Kotal has demanded that you bow down before him. Defy him and take him down a peg!
- Kollector_1=The Kollector is here to take a memento from you for his collection. By force. Stop him!
- NoobSaibot_1=Noob Saibot is on a rampage, bringing shadows and death in his wake. Put an end to this dark night!
- Cetrion_1=Cetrion has come to bring vengeance for the planet. Stop her and protect the people of Earthrealm.
- JohnnyCage_1=Hollywood stars and their egos always seem larger than life. Bring Johnny crashing back down to reality!
- ShaoKahn_1=Shao Kahn has returned, and he will not let his conquest be stopped again. Stand against him!
- Kitana_1=Kitana seeks to take control of the Netherrealm as its queen, attacking Earthrealm. Stop her!
- Jacqui_1=New weapons and toys have arrived. Help Jacqui test them out in an all out brawl.
- Jax_1=Help Jax knock the rust off in a brutal sparring match. Go all the way with a legend!
- Tag_Scorpion_1=Endure Scorpion's harsh training and show him who the real master is!
- Tag_SubZero_1=Fight together to help Sub Zero fully master the Cryomancer blood in his veins!
- Tag_Skarlet_1=Skarlet has ambushed you to drain your blood for her rituals. Stop her!
- Tag_Raiden_1=Raiden has come to test your might. Show him your power!
- Tag_Baraka_1=Baraka is gorging on innocent victims of his Tarkatans. Put an end to his evil!
- Tag_Sonya_1=Sonya has gone rogue! Beat some sense back into her!
- Tag_Terminas_1=Geras is attempting to rewind time. Stop him before he begins!
- Tag_DVorah_1=Carniverous Insects are swarming everywhere. Defeat D'Vorah to drive them back.
- Tag_Cassie_1=Cassie has ambushed you on her infiltration mission. Send her packing!
- Tag_Jade_1=Jade is mourning the loss of her loved ones. Kill her and reunite them!
- Tag_Kano_1=Join a sting operation and put an end to Kano's weapon dealing.
- Tag_LiuKang_1=Liu Kang has offered a training session with him. Show him what a true master looks like!
- Tag_KungLao_1=Kung Lao is fighting to protect Order on Earthrealm. Defeat him and bring Chaos!
- Tag_Kabal_1=Kabal is terrorizing the roads. Go after him and put the brakes on!
- Tag_ErronBlack_1=You've tracked down Erron Black. Kill him and collect the bounty on his head!
- Tag_CyberFrost_1=Frost has been sighted. Take down this cybernetic abomination!
- Tag_KotalKahn_1=Kotal Kahn has gained incredible power from human sacrifice! Drive him back!
- Tag_Kollector_1=Defeat the Kollector and take possession of some of his antiques!
- Tag_NoobSaibot_1=Noob Saibot has been killing high profile people. Put an end to his reign of terror!
- Tag_Cetrion_1=Cetrion is striking back! Defend yourself and defeat her!
- Tag_JohnnyCage_1=Johnny is trashing an award party. Put him in his place!
- Tag_ShaoKahn_1=Shao Kahn has come to exact vengeance for his defeat! Fight back and defeat him again.
- Tag_Kitana_1=Kitana is trying to assert her position as the Edenian Princess. Make sure the kingdom stays fallen.
- Tag_Jacqui_1=Jacqui has many powerful weapons. Kill her and claim them for yourself!
- Tag_Jax_1=Jax is seeking revenge for his friends. Defeat him and escape from his trap!
- [GroupBattle.Results]
- Performance=PERFORMANCE
- TeamResults=TEAM RESULTS
- TotalResults=TOTAL
- Victory=VICTORY
- BossDamage=BOSS DAMAGE
- Supermoves=FATAL BLOWS
- LevelInteractions=ENVIRONMENTAL INTERACTIONS
- MaxDamageCombo=MAX DAMAGE KOMBO
- TimeFighting=TIME FIGHTING
- ModifiersUsed=MODIFIERS USED
- TotalBossDamage=TOTAL BOSS DAMAGE
- TotalPoints=TOTAL POINTS
- TotalModifiersUsed=TOTAL MODIFIERS USED
- TotalTimeFighting=TOTAL TIME FIGHTING
- TeamBossDamage=%hs BOSS DAMAGE
- TeamPoints=%hs POINTS
- [Movelist]
- RANDOM=RANDOM
- Style=STYLE MOVES LIST
- Supers=FATAL BLOWS LIST
- CAN ALSO BE DONE IN THE AIR=CAN ALSO BE DONE IN THE AIR
- pickup="[R1] or [FP]+[BP]"
- PLACEHOLDER=PLACEHOLDER
- PLACEHOLDERCOMBO=PLACEHOLDERKOMBO
- PLACEHOLDERSPECIAL=PLACEHOLDERSPECIAL
- PLACEHOLDERSUPERMOVE=PLACEHOLDERSUPERMOVE
- PLACEHOLDERGIMMICK=PLACEHOLDERGIMMICK
- BasicMoves=BASIC ATTACKS
- ComboMoves=KOMBO ATTACKS
- FinishingMoves=FATALITIES
- Gimmicks=POWER
- Not Entered="NOT ENTERED"
- Jump Attacks=JUMPING ATTACKS
- Jump Up Attacks=QUICK JUMPING ATTACKS
- Wake Up Attacks=GETUP ATTACKS
- Throws=THROWS
- BackDash=Dash Backwards
- Block Attacks=FLAWLESS BLOCK ATTACKS
- AirEscape=AIR ESCAPE
- RollEscape=ROLL ESCAPES
- MoveListHigh=High
- MoveListMedium=Mid
- MoveListLow=Low
- MoveListUnblockable=Unblockable
- MoveListThrow=Throw
- MoveListOverhead=Overhead
- MoveListNone=N/A
- MoveListRollFwd=Getup Forward Roll
- MoveListRollBwd=Getup Backward Roll
- MLTitleType=MOVE TYPE:
- MLTitleSU=START UP:
- MLTitleActive=ACTIVE:
- MLTitleRecover=RECOVERY:
- MLTitleDamage=DAMAGE:
- MLTitleBlockDamage=BLOCK DAMAGE:
- MLTitleBlock=BLOCK ADV:
- MLTitleHit=HIT ADV:
- MLTitleCancel=CANCEL ADV:
- MLTitlePerfectBlock=F/BLOCK ADV:
- MLTitlePerfectBlockDamage=F/BLOCK DAMAGE:
- InputCommands=I N P U T K O M M A N D S
- MoveData=M O V E D A T A
- FrameData=F R A M E D A T A
- FrameDataHelpTitle1=
- FrameDataHelpBody1=
- FrameDataHelpTitle2=
- FrameDataHelpBody2=
- AbilityMove=Equipped Ability Move
- MoveStrengthBuff=Move affected by STRENGTH stat
- MoveAbilityBuff=Move affected by ABILITY stat
- NoMovelistAvailable=FULL MOVELIST NOT CURRENTLY AVAILABLE
- ;
- ;[IsisMovesList]
- ;
- ;Basic Attacks
- Meow="Meow"
- attackAnyButton=[FP] or [BP] or [FK] or [BK]
- ww_sp_down_away_1_shield=[Down][Away][FP], [FP],[BP],[FK],
- sp_downaway_4=[AwayDown][+][BK]
- sp_downtowards_4=[TowardsDown][+][BK]
- throwdown="[Down][+][L1]"
- throwfrd="[Towards][+][L1]"
- throw="[L1]"
- throwAway1="[L1] or [FP][+][FK]"
- throwfrd1="[Towards][+][L1] or [Towards][+][FP][+][FK]"
- throw1="[FP][+][FK]"
- RIGHT_TRIGGER=[R2]
- LEFT_TRIGGER=[L2]
- XRAY_TRIGGER="[R2]+[L2]"
- attack1=[FP]
- attack1towards=[Towards][+][FP]
- attack1away=[Away][+][FP]
- attack1down=[Down][+][FP]
- attack1up=[Up][+][FP]
- attack2=[BP]
- attack2towards=[Towards][+][BP]
- attack2away=[Away][+][BP]
- attack2down=[Down][+][BP]
- attack2up=[Up][+][BP]
- attack2towards_down=[Towards][+][BP][,][Down]
- attack3=[FK]
- attack3towards=[Towards][+][FK]
- attack3away=[Away][+][FK]
- attack3down=[Down][+][FK]
- attack3up=[Up][+][FK]
- sp_jump_punch=[FP] or [BP]
- sp_jump_kick=[FK] or [BK]
- sp_hop_jump_punch=[Up][,][FP] or [Up][,][BP]
- sp_hop_jump_kick=[Up][,][FK] or [Up][,][BK]
- forwardcancel=[Towards][Towards]
- awaycancel=[Away][Away]
- attack4=[BK]
- attack4_up=[BK][,][Up]
- attack4_down=[BK][,][Down]
- attack4towards=[Towards][+][BK]
- attack4away=[Away][+][BK]
- attack4away_up=[Away][+][BK][,][Up]
- attack4away_down=[Away][+][BK][,][Down]
- attack4down=[Down][+][BK]
- attack4up=[Up][+][BK]
- attack1_1=[FP][,][FP]
- attack1towards_1n3=[Towards][+][FP][,][FP][+][FK]
- attack1towards_throw=[Towards][+][FP][,][FP][+][FK]
- attack1towards_1n3_4=[Towards][+][FP][,][FP][+][FK][,][BK]
- attack1towards_throw_4=[Towards][+][FP][,][FP][+][FK][,][BK]
- attack1towards_1=[Towards][+][FP][,][FP]
- attack1away_1=[Away][+][FP][,][FP]
- attack1away_1n3=[Away][+][FP][,][FP][+][FK]
- attack1away_1n3_2=[Away][+][FP][,][FP][+][FK][,][BP]
- attack1away_throw_2=[Away][+][FP][,][FP][+][FK][,][BP]
- attack1away_2n4=[Away][+][FP][,][BP][+][BK]
- attack1away_throw=[Away][+][FP][,][FP][+][FK]
- attack1down_1=[Down][+][FP][,][FP]
- attack1up_1=[Up][+][FP][,][FP]
- attack1_1towards=[FP][,][Towards][+][FP]
- attack1_1away=[FP][,][Away][+][FP]
- attack1_1down=[FP][,][Down][+][FP]
- attack1_1up=[FP][,][Up][+][FP]
- attack1_2=[FP][,][BP]
- attack1towards_2=[Towards][+][FP][,][BP]
- attack1away_2=[Away][+][FP][,][BP]
- attack1away_2up=[Away][+][FP][,][BP][+][Up]
- attack1away_3up=[Away][+][FP][,][FK][+][Up]
- attack1down_2=[Down][+][FP][,][BP]
- attack1up_2=[Up][+][FP][,][BP]
- attack1_2towards=[FP][,][Towards][+][BP]
- attack1_2away=[FP][,][Away][+][BP]
- attack1_2down=[FP][,][Down][+][BP]
- attack1_2up=[FP][,][Up][+][BP]
- attack1towards_3down=[Towards][+][FP][,][Down][+][FK]
- attack1_3=[FP][,][FK]
- attack1towards_3=[Towards][+][FP][,][FK]
- attack1away_3=[Away][+][FP][,][FK]
- attack1away_3down=[Away][+][FP][,][FK][+][Down]
- attack1down_3=[Down][+][FP][,][FK]
- attack1down_2down=[Down][+][FP][,][Down][+][BP]
- attack1down_2down_3down=[Down][+][FP][,][Down][+][BP][,][Down][+][FK]
- attack1up_3=[Up][+][FP][,][FK]
- attack1_3towards=[FP][,][Towards][+][FK]
- attack1_3away=[FP][,][Away][+][FK]
- attack1_3down=[FP][,][Down][+][FK]
- attack1_3up=[FP][,][Up][+][FK]
- attack1_4=[FP][,][BK]
- attack1towards_4=[Towards][+][FP][,][BK]
- attack1away_4=[Away][+][FP][,][BK]
- attack1down_4=[Down][+][FP][,][BK]
- attack1up_4=[Up][+][FP][,][BK]
- attack1_4towards=[FP][,][Towards][+][BK]
- attack1_4away=[FP][,][Away][+][BK]
- attack1_4down=[FP][,][Down][+][BK]
- attack1_4up=[FP][,][Up][+][BK]
- attack2_1n3=[BP][,][FP][+][FK]
- attack2_throw=[BP][,][FP][+][FK]
- attack2_1=[BP][,][FP]
- attack2towards_1=[Towards][+][BP][,][FP]
- attack2away_1n3=[Away][+][BP][,][FP][+][FK]
- attack2away_throw=[Away][+][BP][,][FP][+][FK]
- attack2towards_throw=[Towards][+][BP][,][FP][+][FK]
- attack2towards_1n3=[Towards][+][BP][,][FP][+][FK]
- attack2towards_1n3_towards=[Towards][+][BP][,][FP][+][FK][,][Towards]
- attack2away_1=[Away][+][BP][,][FP]
- attack2down_1=[Down][+][BP][,][FP]
- attack2down_1down=[Down][+][BP][,][Down][+][FP]
- attack2up_1=[Up][+][BP][,][FP]
- attack2_1towards=[BP][,][Towards][+][FP]
- attack2_1away=[BP][,][Away][+][FP]
- attack2_1down=[BP][,][Down][+][FP]
- attack2_1up=[BP][,][Up][+][FP]
- attack4towards_1n3=[Towards][+][BK][,][FP][+][FK]
- attack4towards_throw=[Towards][+][BK][,][FP][+][FK]
- attack4towards_throw_2=[Towards][+][BK][,][FP][+][FK][,][BP]
- attack4towards_throw_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP]
- attack4towards_throw_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP]
- attack4towards_throw_2_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP][,][BP]
- attack4towards_1n3_2=[Towards][+][BK][,][FP][+][FK][,][BP]
- attack4towards_1n3_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP]
- attack4towards_1n3_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP]
- attack4towards_1n3_2_2_2_2=[Towards][+][BK][,][FP][+][FK][,][BP][,][BP][,][BP][,][BP]
- attack2_2=[BP][,][BP]
- attack2towards_2=[Towards][+][BP][,][BP]
- attack2towards_2down=[Towards][+][BP][,][Down][,][BP]
- attack2away_2=[Away][+][BP][,][BP]
- attack2down_2=[Down][+][BP][,][BP]
- attack2down_2down=[Down][+][BP][,][Down][+][BP]
- attack2up_2=[Up][+][BP][,][BP]
- attack2_2towards=[BP][,][Towards][+][BP]
- attack2_2away=[BP][,][Away][+][BP]
- attack2_2do
Add Comment
Please, Sign In to add comment