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- Abil/Name/CAbil=Default Ability (CAbil)
- Abil/Name/CAbilArmMagazine=Default Ability (CAbilArmMagazine)
- Abil/Name/CAbilAttack=Default Ability (CAbilAttack)
- Abil/Name/CAbilBattery=Default Ability (CAbilBattery)
- Abil/Name/CAbilBehavior=Default Ability (CAbilBehavior)
- Abil/Name/CAbilBuild=Default Ability (CAbilBuild)
- Abil/Name/CAbilBuildable=Default Ability (CAbilBuildable)
- Abil/Name/CAbilEffect=Default Ability (CAbilEffect)
- Abil/Name/CAbilEffectInstant=Default Ability (CAbilEffectInstant)
- Abil/Name/CAbilEffectTarget=Default Ability (CAbilEffectTarget)
- Abil/Name/CAbilHarvest=Default Ability (CAbilHarvest)
- Abil/Name/CAbilHeal=Default Ability (CAbilHeal)
- Abil/Name/CAbilInventory=Default Ability (CAbilInventory)
- Abil/Name/CAbilMerge=Default Ability (CAbilMerge)
- Abil/Name/CAbilMergeable=Default Ability (CAbilMergeable)
- Abil/Name/CAbilMorph=Default Ability (CAbilMorph)
- Abil/Name/CAbilMorphPlacement=Default Ability (CAbilMorphPlacement)
- Abil/Name/CAbilMove=Default Ability (CAbilMove)
- Abil/Name/CAbilQueue=Default Ability (CAbilQueue)
- Abil/Name/CAbilQueueable=Default Ability (CAbilQueueable)
- Abil/Name/CAbilRally=Default Ability (CAbilRally)
- Abil/Name/CAbilResearch=Default Ability (CAbilResearch)
- Abil/Name/CAbilSpecialize=Default Ability (CAbilSpecialize)
- Abil/Name/CAbilStop=Default Ability (CAbilStop)
- Abil/Name/CAbilTrain=Default Ability (CAbilTrain)
- Abil/Name/CAbilTransport=Default Ability (CAbilTransport)
- Abil/Name/CAbilWarpTrain=Default Ability (CAbilWarpTrain)
- Abil/Name/CAbilWarpable=Default Ability (CAbilWarpable)
- Abil/Name/HoldFire=Hold Fire
- Abil/Name/Taunt=Taunt
- Actor/Name/AoEAttack=AoEAttack
- Actor/Name/AoEAttackBase=AoEAttackBase
- Actor/Name/AoEAttackDamageSite=AoEAttackDamageSite
- Actor/Name/AoEAttackShieldHitter=AoEAttackShieldHitter
- Actor/Name/AoESplashShieldHitter=AoESplashShieldHitter
- Actor/Name/Axis=Axis
- Actor/Name/Beam=Beam
- Actor/Name/BeamAnimationStyleContinuous=BeamAnimationStyleContinuous
- Actor/Name/BeamAnimationStyleOneShot=BeamAnimationStyleOneShot
- Actor/Name/BlipVisual=BlipVisual
- Actor/Name/BuffContinuous=BuffContinuous
- Actor/Name/BuffOneShot=BuffOneShot
- Actor/Name/BurrowedSplat=BurrowedSplat
- Actor/Name/BurrowedSplatBase=BurrowedSplatBase
- Actor/Name/CActor=CActor
- Actor/Name/CActorBase=CActorBase
- Actor/Name/CActorBeam=CActorBeam
- Actor/Name/CActorBearings=CActorBearings
- Actor/Name/CActorDoodad=CActorDoodad
- Actor/Name/CActorModel=CActorModel
- Actor/Name/CActorPower=CActorPower
- Actor/Name/CActorProgress=CActorProgress
- Actor/Name/CActorSelection=CActorSelection
- Actor/Name/CActorSetQueried=CActorSetQueried
- Actor/Name/CActorShadow=CActorShadow
- Actor/Name/CActorShieldImpact=CActorShieldImpact
- Actor/Name/CActorSite=CActorSite
- Actor/Name/CActorSiteHosted=CActorSiteHosted
- Actor/Name/CActorSound=CActorSound
- Actor/Name/CActorSplat=CActorSplat
- Actor/Name/CActorSquib=CActorSquib
- Actor/Name/CActorStateMonitor=CActorStateMonitor
- Actor/Name/CActorText=CActorText
- Actor/Name/CActorTurret=CActorTurret
- Actor/Name/CliffLocalSelection=CliffLocalSelection
- Actor/Name/CliffPreSelection=CliffPreSelection
- Actor/Name/CliffSyncSelection=CliffSyncSelection
- Actor/Name/CommandUIHarness=CommandUIHarness
- Actor/Name/Confirmation=Confirmation
- Actor/Name/ConfirmationLocalAir=ConfirmationLocalAir
- Actor/Name/ConfirmationLocalGround=ConfirmationLocalGround
- Actor/Name/ConfirmationSyncAir=ConfirmationSyncAir
- Actor/Name/ConfirmationSyncGround=ConfirmationSyncGround
- Actor/Name/DeadAnimationMacro=DeadAnimationMacro
- Actor/Name/DestructibleUnitStandard=DestructibleUnitStandard
- Actor/Name/EditorCamera=EditorCamera
- Actor/Name/EventSound=EventSound
- Actor/Name/EventSpawn=EventSpawn
- Actor/Name/EventSplat=EventSplat
- Actor/Name/FlashingSelection=FlashingSelection
- Actor/Name/FlyerLocalSelection=FlyerLocalSelection
- Actor/Name/FlyerPreSelection=FlyerPreSelection
- Actor/Name/FlyerShadow=FlyerShadow
- Actor/Name/FlyerSyncSelection=FlyerSyncSelection
- Actor/Name/GenericAttack=GenericAttack
- Actor/Name/GenericAttackBase=GenericAttackBase
- Actor/Name/GenericAttackBeam=GenericAttackBeam
- Actor/Name/GenericAttackDamageSite=GenericAttackDamageSite
- Actor/Name/GenericAttackImpactMonitor=GenericAttackImpactMonitor
- Actor/Name/GenericAttackImpactSite=GenericAttackImpactSite
- Actor/Name/GenericAttackImpactSiteBase=GenericAttackImpactSiteBase
- Actor/Name/GenericAttackImpactSiteFacer=GenericAttackImpactSiteFacer
- Actor/Name/GenericAttackImpactSiteHeader=GenericAttackImpactSiteHeader
- Actor/Name/GenericAttackImpactSitePoint=GenericAttackImpactSitePoint
- Actor/Name/GenericAttackImpactSiteStander=GenericAttackImpactSiteStander
- Actor/Name/GenericAttackLaunchFallbackSite=GenericAttackLaunchFallbackSite
- Actor/Name/GenericAttackLaunchSite=GenericAttackLaunchSite
- Actor/Name/GenericAttackLaunchSiteFacer=GenericAttackLaunchSiteFacer
- Actor/Name/GenericAttackMissile=GenericAttackMissile
- Actor/Name/GenericAttackModel=GenericAttackModel
- Actor/Name/GenericAttackSet=GenericAttackSet
- Actor/Name/GenericAttackSound=GenericAttackSound
- Actor/Name/GenericPhysicsDriver=GenericPhysicsDriver
- Actor/Name/GenericPhysicsHarness=GenericPhysicsHarness
- Actor/Name/GenericUnitBase=GenericUnitBase
- Actor/Name/GenericUnitBaseMorphTransition=GenericUnitBaseMorphTransition
- Actor/Name/GenericUnitMinimal=GenericUnitMinimal
- Actor/Name/GenericUnitMorph=GenericUnitMorph
- Actor/Name/GenericUnitSelectable=GenericUnitSelectable
- Actor/Name/GenericUnitSplat=GenericUnitSplat
- Actor/Name/GenericUnitSplatBase=GenericUnitSplatBase
- Actor/Name/GenericUnitStandard=GenericUnitStandard
- Actor/Name/GlobalLoopMacro=GlobalLoopMacro
- Actor/Name/GroundLocalSelection=GroundLocalSelection
- Actor/Name/GroundPreSelection=GroundPreSelection
- Actor/Name/GroundShadow=GroundShadow
- Actor/Name/GroundSyncSelection=GroundSyncSelection
- Actor/Name/Indicator=Indicator
- Actor/Name/IndicatorBase=IndicatorBase
- Actor/Name/IndicatorBlack=IndicatorBlack
- Actor/Name/IndicatorBlue=IndicatorBlue
- Actor/Name/IndicatorGreen=IndicatorGreen
- Actor/Name/IndicatorRed=IndicatorRed
- Actor/Name/List=List
- Actor/Name/ListTinter=ListTinter
- Actor/Name/LocalFlashingSelection=LocalFlashingSelection
- Actor/Name/LocalSelection=LocalSelection
- Actor/Name/Model=Model
- Actor/Name/ModelAddition=ModelAddition
- Actor/Name/ModelAdditionStatic=ModelAdditionStatic
- Actor/Name/ModelAnimationStyleContinuous=ModelAnimationStyleContinuous
- Actor/Name/ModelAnimationStyleOneShot=ModelAnimationStyleOneShot
- Actor/Name/ModelAnimationStyleOneShotNoOrphan=ModelAnimationStyleOneShotNoOrphan
- Actor/Name/ModelHosted=ModelHosted
- Actor/Name/ModelOneShot=ModelOneShot
- Actor/Name/ModelPlaceholder=ModelPlaceholder
- Actor/Name/ModelPretarget=ModelPretarget
- Actor/Name/ModelPretargetAir=ModelPretargetAir
- Actor/Name/ModelPretargetGround=ModelPretargetGround
- Actor/Name/PlaceholderBase=PlaceholderBase
- Actor/Name/PointBlockPathing=PointBlockPathing
- Actor/Name/PointBlockPathingEditor=PointBlockPathingEditor
- Actor/Name/PointBlockPathingName=PointBlockPathingName
- Actor/Name/PointBlockPathingNameSite=PointBlockPathingNameSite
- Actor/Name/PointNormal=PointNormal
- Actor/Name/PointNormalEditor=PointNormalEditor
- Actor/Name/PointNormalName=PointNormalName
- Actor/Name/PointNormalNameSite=PointNormalNameSite
- Actor/Name/PointSoundEmitter=PointSoundEmitter
- Actor/Name/PointSoundEmitterEditor=PointSoundEmitterEditor
- Actor/Name/PointSoundEmitterName=PointSoundEmitterName
- Actor/Name/PointSoundEmitterNameSite=PointSoundEmitterNameSite
- Actor/Name/PointStartLoc=PointStartLoc
- Actor/Name/PointStartLocEditor=PointStartLocEditor
- Actor/Name/PointStartLocName=PointStartLocName
- Actor/Name/PointStartLocNameSite=PointStartLocNameSite
- Actor/Name/PointStartLocUnit=PointStartLocUnit
- Actor/Name/PointStartLocUnitSite=PointStartLocUnitSite
- Actor/Name/PointThreeD=PointThreeD
- Actor/Name/PointThreeDEditor=PointThreeDEditor
- Actor/Name/PointThreeDName=PointThreeDName
- Actor/Name/PointThreeDNameSite=PointThreeDNameSite
- Actor/Name/PowerVisual=PowerVisual
- Actor/Name/PreSelection=PreSelection
- Actor/Name/PreviewerModel=PreviewerModel
- Actor/Name/ProgressSound=ProgressSound
- Actor/Name/SYSTEM_ActorConfig=SYSTEM_ActorConfig
- Actor/Name/Simple=Simple
- Actor/Name/SiteCenter=SiteCenter
- Actor/Name/SiteCenterFollow=SiteCenterFollow
- Actor/Name/SiteCenterStationary=SiteCenterStationary
- Actor/Name/SiteChest=SiteChest
- Actor/Name/SiteChestFollow=SiteChestFollow
- Actor/Name/SiteChestStationary=SiteChestStationary
- Actor/Name/SiteDamageRandom=SiteDamageRandom
- Actor/Name/SiteDetection=SiteDetection
- Actor/Name/SiteEffectSourceStationary=SiteEffectSourceStationary
- Actor/Name/SiteEffectTargetStationary=SiteEffectTargetStationary
- Actor/Name/SiteEffectTargetStationaryGround=SiteEffectTargetStationaryGround
- Actor/Name/SiteHardpoint1Follow=SiteHardpoint1Follow
- Actor/Name/SiteHardpoint2Follow=SiteHardpoint2Follow
- Actor/Name/SiteHardpoint3Follow=SiteHardpoint3Follow
- Actor/Name/SiteHardpointFollow=SiteHardpointFollow
- Actor/Name/SiteHead=SiteHead
- Actor/Name/SiteHeadFollow=SiteHeadFollow
- Actor/Name/SiteHosted=SiteHosted
- Actor/Name/SiteHostedUnit=SiteHostedUnit
- Actor/Name/SiteOrigin=SiteOrigin
- Actor/Name/SiteOriginFollow=SiteOriginFollow
- Actor/Name/SiteOriginShadow=SiteOriginShadow
- Actor/Name/SiteOriginStationary=SiteOriginStationary
- Actor/Name/SiteOverhead=SiteOverhead
- Actor/Name/SiteOverheadFollow=SiteOverheadFollow
- Actor/Name/SiteOverheadStationary=SiteOverheadStationary
- Actor/Name/SiteScopeFollow=SiteScopeFollow
- Actor/Name/SiteScopeStationary=SiteScopeStationary
- Actor/Name/SiteTarget=SiteTarget
- Actor/Name/SiteTargetFollow=SiteTargetFollow
- Actor/Name/SiteTargetStationary=SiteTargetStationary
- Actor/Name/SiteTargetStationaryGround=SiteTargetStationaryGround
- Actor/Name/SiteUNIT=SiteUNIT
- Actor/Name/SiteUnitMark=SiteUnitMark
- Actor/Name/SiteWeapon=SiteWeapon
- Actor/Name/SiteWeapon01=SiteWeapon01
- Actor/Name/SiteWeapon01Follow=SiteWeapon01Follow
- Actor/Name/SiteWeapon02Follow=SiteWeapon02Follow
- Actor/Name/SiteWeaponFollow=SiteWeaponFollow
- Actor/Name/SiteWeaponShadow=SiteWeaponShadow
- Actor/Name/SiteWeaponStationary=SiteWeaponStationary
- Actor/Name/SiteWorld=SiteWorld
- Actor/Name/Snapshot=Snapshot
- Actor/Name/Sound=Sound
- Actor/Name/SoundContinuous=SoundContinuous
- Actor/Name/SoundEmitter=SoundEmitter
- Actor/Name/SoundHosted=SoundHosted
- Actor/Name/SoundOneShot=SoundOneShot
- Actor/Name/Splat=Splat
- Actor/Name/SplatHosted=SplatHosted
- Actor/Name/Squib=Squib
- Actor/Name/SquibHosted=SquibHosted
- Actor/Name/SyncFlashingSelection=SyncFlashingSelection
- Actor/Name/SyncSelection=SyncSelection
- Actor/Name/TerrainObjectPreviewModel=TerrainObjectPreviewModel
- Actor/Name/TriggerRegion=Trigger Region
- Actor/Name/UnitDeathModel=UnitDeathModel
- Actor/Name/UnitDeathModelUnscaled=UnitDeathModelUnscaled
- Actor/Name/UnitDeathSound=UnitDeathSound
- Actor/Name/UnitDeathVoice=UnitDeathVoice
- ActorDebug/ActorNot=is not a %s.
- ActorDebug/ActorTraceActor=Actor trace [A]: %s.%s
- ActorDebug/ActorTraceMsg=Actor trace [M]: %s
- ActorDebug/ActorTraceScope=Actor trace [S]: %s
- ActorDebug/AnimClearAllButNeedsName=AnimClearAllBut requires an animName.
- ActorDebug/AnimSetTimeOutOfBounds=Bad AnimSetTime parameter (cannot be negative): %s
- ActorDebug/BaselineNoOutroIntroStacking=Cannot simultaneously have both a Walk Outro and a Stand Intro with prop group [%s]
- ActorDebug/BaselineStandTurnMismatch=Do not have a complete set of Stand,Left and Stand,Right anims with prop group [%s]
- ActorDebug/BaselineWalkTurnMismatch=Do not have a complete set of Walk,Left and Walk,Right anims with prop group [%s]
- ActorDebug/BearingsInfiniteLoop=Bearings update cycle detected. Bailing to prevent infinite loop.
- ActorDebug/BoundingSphereSizeZero=Bounding sphere with size 0.
- ActorDebug/CActorRefDoesNotExist=CActorRef[%s] does not exist.
- ActorDebug/CModelSetNull=Got NULL model when trying to set CModel[%s].
- ActorDebug/CannotClearBaseline=Cannot clear baseline.
- ActorDebug/CannotCreateActor=Cannot create an actor in scopes other than the requestor's unless the requestor was created by an effect. Requestor: %s
- ActorDebug/CannotCreateCBeamAsync=Could not create CBeamAsync[%s].
- ActorDebug/CannotCreateFromSystemActor=Cannot create from a system actor reference. Requestor: %s
- ActorDebug/CannotFindMatchingTexture=Could not find matching texture for slot %s from slot %s.
- ActorDebug/CannotFindNonzeroShieldRadius=Could not find shield radius > 0 on %s with model %s.
- ActorDebug/CannotFindShieldImpact=Could not find a CActorShieldImpact actor in containing scope.
- ActorDebug/CannotFindSlot=Could not find slot %s.
- ActorDebug/CannotFindSlotMapping=No mapping for slot %s.
- ActorDebug/CannotFindSourceTexture=Could not find source texture with slot %s.
- ActorDebug/CannotFindTexture=Could not find texture with id %s and expression %s.
- ActorDebug/CannotHostAgain=Attempting to host off %s which is already hosted off of this.
- ActorDebug/CannotHostSelf=Cannot host off oneself. Culprit is %s.
- ActorDebug/CannotHostSelfSiteOps=Cannot host off oneself. Culprit is %s in %s.
- ActorDebug/CannotInitializeHost=Could not initialize host.
- ActorDebug/CannotMonitorStates=Can not monitor more than %s states.
- ActorDebug/CannotParseActorMessage=Could not parse actor message [%s].
- ActorDebug/CannotReattachBeam=Could not reattach beam during model swap to %s.
- ActorDebug/CannotRouteMessage=No creating effect, cannot route internal messages properly.
- ActorDebug/CannotSetContinuousPhysics=Trying to set physics to operate continuously on a CModel[%s], which doesn't have any built in.
- ActorDebug/CannotSetSiteOps=Cannot set site ops on host %s.
- ActorDebug/CannotSpawnActor=SetQueriedSpawn; Cannot spawn actor %s.
- ActorDebug/CannotSpawnBeam=Cannot spawn beam in scope %s.
- ActorDebug/CannotSpawnFoliageFX=Could not spawn foliage FX. Actor[%s].
- ActorDebug/CannotUseSourceNarrowing=Cannot use source narrowing (i.e. Require or Exclude) on a message that sends a message other than 'Create'. %s
- ActorDebug/CannotUseSourceNarrowingWithName=Cannot use source narrowing (i.e. Require, Exclude) on a message with a specified source name. %s
- ActorDebug/CannotUseSourceNarrowingWithoutUnit=Cannot use source narrowing (i.e. Require, Exclude) on a message sent from anything other than a unit itself. %s
- ActorDebug/CannotWithdrawActor=No creating effect, cannot withdraw actor from internal message routing.
- ActorDebug/CouldNotFindTexture=Could not find texture file %s in texture entry %s.
- ActorDebug/CreateCannotRegisterTerm=Contains Create with terms that cannot be registered: Terms[%s].
- ActorDebug/CreatedWithoutUnit=Created in scope without unit; i.e. no host. Killing.
- ActorDebug/EffectLinkRedundant=Redundant to specify effect link with this keyword; the destination is the effect tree's scope. Requestor: %s
- ActorDebug/ErrorCannotInheritScale=Cannot inherit scale.
- ActorDebug/EventWithInvalidMsg=Has event with invalid msg term. %s
- ActorDebug/EventWithInvalidSend=Has event with invalid Send field. %s
- ActorDebug/EventWithoutTrigger=Has event without a triggering message. %s
- ActorDebug/FailedToHandleMessage=Failed to handle ModelSet message with modelLink %s.
- ActorDebug/ImpactArrivedBeforeAction=Data configuration error; ActionImpact message arrived before %s commenced.
- ActorDebug/InnateTextureClash=Innate texture %s being mapped to slot[%s] already assigned to innate texture %s in model %s. Cannot have two different textures mapped to the same slot simultaneously.
- ActorDebug/InvalidEffectParams=CActorAction must be created with valid effect params.
- ActorDebug/InvalidPortraitActor=Invalid portrait actor %s.
- ActorDebug/InvalidPortraitActorCustomization=PortraitCustomize message has invalid portrait actor %s.
- ActorDebug/InvalidPortraitModel=Invalid portrait model %s.
- ActorDebug/InvalidPortraitModelCustomization=PortraitCustomize message has invalid portrait model %s.
- ActorDebug/InvalidRequest=Has invalid request: Subject[%s].
- ActorDebug/InvalidShieldRadius=Got scale with 0 component on unit %s with model %s.
- ActorDebug/InvalidSiteOp=Invalid site op %s.
- ActorDebug/InvalidSiteOpHost=Host[%s] Invalid site op %s.
- ActorDebug/LookAtCannotCreateActor=Unable to create look at actor for source %s
- ActorDebug/LookAtCannotFindSource=Unable to find look at actor for source %s
- ActorDebug/LookAtInvalidSource=Invalid look at source %s
- ActorDebug/LookAtInvalidTarget=Invalid look at target %s
- ActorDebug/LookAtUnableToFindTarget=( %s ) Unable to find target
- ActorDebug/LookAtUnableToFindTurretGroup=( %s ) Unable to find turret group
- ActorDebug/LookAtUnassignedSource=Unassigned look at source.
- ActorDebug/LookAtUnassignedTarget=Unassigned look at target.
- ActorDebug/MessagePassingStackOverflow=Message handling stack has reached maximum depth. All messages beyond this depth are ignored. Unexpected results may occur.
- ActorDebug/MissileDirectCreate=Trying to create a missile directly and not in the context of an attack.
- ActorDebug/MissingPhysicsAnimation=Missing physics animation. Model %s Name %s.
- ActorDebug/ModelEventSoundIsDeprecated=Sending non-transmission sound events from models is deprecated.
- ActorDebug/ModelEventSpawnIsDeprecated=Sending model spawn events is deprecated.
- ActorDebug/ModelEventSplatIsDeprecated=Sending model splat events is deprecated.
- ActorDebug/ModelInvalidHarness=Had model harness[%s] that was not a CActorModel.
- ActorDebug/MoreThanOneUnitActor=More than one CActorUnit persisting in the same unit scope: %s %s
- ActorDebug/MoverMoveNoDest=Received MoverMove message without a destination.
- ActorDebug/MsgFailed=%s msg failed. Is this actor hosted or attached?
- ActorDebug/NeedParameter=Need parameter: Actor, Scope, Global.
- ActorDebug/NeedTypeParameter=Has a valid WorldPosition without the WorldPosition type in the BasicType parameter.
- ActorDebug/NonexistentMatchSlot=Model %s; Texture match for editor has non-existent slot.
- ActorDebug/NonexistentMatchSourceSlot=Model %s; Texture match for editor has non-existent source slot.
- ActorDebug/NonexistentSlot=Model %s; Texture expression for editor has non-existent slot.
- ActorDebug/NonuserMessage=Attempt to send non-USER message. %s
- ActorDebug/OneCActorActionPerEffect=Can only create one CActorAction per effect [%s].
- ActorDebug/PortraitCustomizationMissingModel=PortraitCustomize message has no portrait model.
- ActorDebug/QuadInvalid=Quad is invalid.
- ActorDebug/ReceivedInvalidMessage=received invalid message %s.
- ActorDebug/RegionInvalidSize=Region has invalid size.
- ActorDebug/RegionNoPoints=Region has no points.
- ActorDebug/RequestingUnknownActor=Trying to request an actor with an unknown value. Requestor: %s
- ActorDebug/RequestorNeedsEffect=Can only use Request Effect when requestor was created by an effect. Requestor: Requestor: %s
- ActorDebug/RequestorNeedsImplicit=Must use Implicit Scope keyword when requestor was not created by an effect. Requestor: %s
- ActorDebug/RequestorNeedsSpecificType=Cannot create an actor on a particular effect without a more specific scope type. Requestor: %s
- ActorDebug/SoundInvalidHarness=Had sound harness[%s] that was not a CActorSound.
- ActorDebug/SpawnFootprintInvalidActor=Model event could not spawn footprint actor %s.
- ActorDebug/SpawnFootprintInvalidModel=Model event could not spawn footprint model %s.
- ActorDebug/SpawnSoundInvalidActor=Model event could not spawn sound actor %s.
- ActorDebug/SpawnSoundInvalidSound=Model event could not spawn sound %s.
- ActorDebug/StatusDecrementFail=Trying to decrement Status[%s], which does not exist.
- ActorDebug/UnableToCreateModel=Unable to create model: %s
- ActorDebug/UsingEffectScopeWithoutEffect=Attempting to use Effect scope keyword from actor without effect scope. Requestor: Requestor: %s
- ActorDebug/UsingReservedWord=Using reserved word as catalog entry name. Ignored.
- ActorDebug/WaterInvalid=Water is not valid.
- Alert/Name/Attack=Attack
- Alert/Name/CAlert=CAlert
- Alert/Name/Error=Error
- Alert/Name/Global=Global
- Alert/Name/StartLocation=Start Location
- Alert/Name/Transmission=Transmission
- Alert/Name/Trigger=Trigger
- Alert/Text/StartLocation=Start Location
- Behavior/Name/CBehavior=Default Behavior (CBehavior)
- Behavior/Name/CBehaviorBuff=Default Behavior (CBehaviorBuff)
- Behavior/Name/CBehaviorMissile=Default Behavior (CBehaviorMissile)
- Behavior/Name/CBehaviorPowerSource=Default Behavior (CBehaviorPowerSource)
- Behavior/Name/CBehaviorPowerUser=Default Behavior (CBehaviorPowerUser)
- Behavior/Name/CBehaviorProximityCapture=Default Behavior (CBehaviorProximityCapture)
- Behavior/Name/CBehaviorResource=Default Behavior (CBehaviorResource)
- Behavior/Name/CBehaviorReveal=Default Behavior (CBehaviorReveal)
- Behavior/Name/CBehaviorVeterancy=Default Behavior (CBehaviorVeterancy)
- Behavior/Name/CBehaviorWander=Default Behavior (CBehaviorWander)
- Behavior/Name/DamageDealtMega=Damage Dealt Mega
- Behavior/Name/DamageDealtMinimal=Damage Dealt Minimal
- Behavior/Name/DamageDealtNone=Damage Dealt None
- Behavior/Name/DamageTakenMega=Damage Taken Mega
- Behavior/Name/DamageTakenMinimal=Damage Taken Minimal
- Behavior/Name/DamageTakenNone=Damage Taken None
- Behavior/Name/Detector=Default Behavior (Detector)
- Behavior/Name/Detector10=Detector
- Behavior/Name/Detector11=Detector
- Behavior/Name/Detector12=Detector
- Behavior/Name/PermanentShareVision=Permanent Share Vision
- Behavior/Name/PermanentSuppressFoodUsed=Permanent Suppress Supply Used
- Behavior/Name/PermanentlyCloaked=Permanently Cloaked
- Behavior/Name/PermanentlyInvulnerable=Permanently Invulnerable
- Behavior/Name/PermanentlyUncommandable=Permanently Uncommandable
- Behavior/Name/Precursor=Precursor
- Behavior/Name/Radar=Default Behavior (Radar)
- Behavior/Name/Radar25=Radar
- Behavior/Name/StandardMissile=Standard Missile
- Behavior/Name/tauntb=Taunted
- Behavior/Tooltip/Detector10=This unit can detect cloaked or burrowed units within its sight range.
- Behavior/Tooltip/Detector11=This unit can detect cloaked or burrowed units within its sight range.
- Behavior/Tooltip/Detector12=This unit can detect cloaked or burrowed units within its sight range.
- Behavior/Tooltip/PermanentShareVision=This unit is revealed.
- Behavior/Tooltip/PermanentSuppressFoodUsed=This unit isn't using any supply.
- Behavior/Tooltip/PermanentlyCloaked=This unit is permanently cloaked, and only visible to detector units or effects.
- Behavior/Tooltip/PermanentlyInvulnerable=This unit is invulnerable and cannot take damage.
- Behavior/Tooltip/PermanentlyUncommandable=This unit can not receive commands.
- Button/Hotkey/Taunt=T
- Button/Name/Taunt=Taunt
- Button/Tooltip/Taunt=Do NOT Taunt Happy Fun Ball!</c>
- Camera/Name/Dflt=Default Camera
- Camera/Name/Floaty=Floaty Camera
- Challenge/Easy=Easy
- Challenge/Hard=Advanced
- Challenge/Insane=Expert
- Challenge/Normal=Normal
- Conversation/Name/CConversation=Default Settings
- Effect/Name/CEffect=Default Effect (CEffect)
- Effect/Name/CEffectApplyBehavior=Default Effect (CEffectApplyBehavior)
- Effect/Name/CEffectApplyForce=Default Effect (CEffectApplyForce)
- Effect/Name/CEffectCreatePersistent=Default Effect (CEffectCreatePersistent)
- Effect/Name/CEffectCreateUnit=Default Effect (CEffectCreateUnit)
- Effect/Name/CEffectEnumArea=Default Effect (CEffectEnumArea)
- Effect/Name/CEffectEnumTransport=Default Effect (CEffectEnumTransport)
- Effect/Name/CEffectIssueOrder=Default Effect (CEffectIssueOrder)
- Effect/Name/CEffectLaunchMissile=Default Effect (CEffectLaunchMissile)
- Effect/Name/CEffectModifyUnit=Default Effect (CEffectModifyUnit)
- Effect/Name/CEffectRemoveBehavior=Default Effect (CEffectRemoveBehavior)
- Effect/Name/CEffectSet=Default Effect (CEffectSet)
- Effect/Name/CEffectSwitch=Default Effect (CEffectSwitch)
- Effect/Name/CEffectTeleport=Default Effect (CEffectTeleport)
- Effect/Name/CEffectTransferBehavior=Default Effect (CEffectTransferBehavior)
- Effect/Name/CEffectUseMagazine=Default Effect (CEffectUseMagazine)
- Effect/Name/EA_WEAP=Weapon Search Area
- Effect/Name/MakePrecursor=Make Precursor
- Effect/Name/RemovePrecursor=Remove Precursor
- Effect/Name/taunt=Taunt (Search)
- Effect/Name/tauntb=Taunt (Apply Behavior)
- FoW/Name/Black=Black Mask
- FoW/Name/BlackNoUnhide=Black Mask (No Unhiding)
- FoW/Name/Dark=Grey Mask
- FoW/Name/None=No Fog of War
- Footprint/Name/CFootprint=Default Settings (Footprint)
- Key/0=0
- Key/1=1
- Key/2=2
- Key/3=3
- Key/4=4
- Key/5=5
- Key/6=6
- Key/7=7
- Key/8=8
- Key/9=9
- Key/A=A
- Key/Alt=Alt
- Key/B=B
- Key/BackSlash=\
- Key/Backspace=Backspace
- Key/BracketClose=]
- Key/BracketOpen=[
- Key/BrowserBack=Browser Back
- Key/BrowserForward=Browser Forward
- Key/C=C
- Key/CapsLock=Caps Lock
- Key/Comma=,
- Key/Control=Control
- Key/D=D
- Key/Delete=Delete
- Key/Down=Down
- Key/E=E
- Key/End=End
- Key/Enter=Enter
- Key/Escape=Escape
- Key/F=F
- Key/F1=F1
- Key/F10=F10
- Key/F11=F11
- Key/F12=F12
- Key/F16=F16
- Key/F2=F2
- Key/F3=F3
- Key/F4=F4
- Key/F5=F5
- Key/F6=F6
- Key/F7=F7
- Key/F8=F8
- Key/F9=F9
- Key/G=G
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- Model/Name/PingNumeric4=Ping Numeric 4
- Model/Name/PingNumeric5=Ping Numeric 5
- Model/Name/PingNumeric6=Ping Numeric 6
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- TriggerDebug/EventMapInit=Map Initialization
- TriggerDebug/EventPlayerAIWave=Player AI Wave (PLAYER)
- TriggerDebug/EventPlayerAllianceChange=Player Alliance (PLAYER, ALLIANCE)
- TriggerDebug/EventPlayerChatMessage=Chat Message (PLAYER, TEXT)
- TriggerDebug/EventPlayerLeft=Player Left (PLAYER, RESULT)
- TriggerDebug/EventPlayerPropChange=Player Property (PLAYER, PROPERTY)
- TriggerDebug/EventTimer=Timer (DURATION, Periodic: PERIODIC)
- TriggerDebug/EventUnitAbility=Unit Ability (UNIT, ABILITY, STAGE)
- TriggerDebug/EventUnitAcquiredTarget=Unit Acquired Target (UNIT, TARGET)
- TriggerDebug/EventUnitAttacked=Unit Attacked (UNIT, TARGET)
- TriggerDebug/EventUnitAttribute=Unit Attribute Changed (UNIT, PLAYER, BEHAVIOR, POINTS)
- TriggerDebug/EventUnitBecomesIdle=Unit Becomes Idle (UNIT, IDLE)
- TriggerDebug/EventUnitCargo=Unit Cargo (UNIT, CARGO, STATE)
- TriggerDebug/EventUnitClick=Unit Clicked (UNIT, PLAYER)
- TriggerDebug/EventUnitDamaged=Unit Damaged/Died (UNIT, AMOUNT)
- TriggerDebug/EventUnitHighlight=Unit Highlighted (PLAYER, UNIT, STATE)
- TriggerDebug/EventUnitOrdered=Unit Ordered (UNIT, ORDER)
- TriggerDebug/EventUnitPowerup=Unit Powerup (UNIT, POWERUP)
- TriggerDebug/EventUnitProgress=Unit Progress (UNIT, TYPE, STATE, OBJECT)
- TriggerDebug/EventUnitProgressArmMagazine=Arm Magazine
- TriggerDebug/EventUnitProgressCancel=Cancel
- TriggerDebug/EventUnitProgressComplete=Complete
- TriggerDebug/EventUnitProgressConstruct=Construct
- TriggerDebug/EventUnitProgressNoObject={none}
- TriggerDebug/EventUnitProgressPause=Pause
- TriggerDebug/EventUnitProgressResearch=Research
- TriggerDebug/EventUnitProgressResume=Resume
- TriggerDebug/EventUnitProgressRetrainCargo=Retrain Cargo
- TriggerDebug/EventUnitProgressSpecialize=Specialize
- TriggerDebug/EventUnitProgressStageUnknown=Unknown Stage
- TriggerDebug/EventUnitProgressStart=Start
- TriggerDebug/EventUnitProgressTrain=Train
- TriggerDebug/EventUnitProgressTypeUnknown=Unknown Type
- TriggerDebug/EventUnitPropChange=Unit Property Changed (UNIT, PROPERTY)
- TriggerDebug/EventUnitRange=Unit Range (UNIT, FROM, RANGE, STATE)
- TriggerDebug/EventUnitRegion=Unit Region (UNIT, REGION, STATE)
- TriggerDebug/EventUnitRemoved=Unit Removed (UNIT)
- TriggerDebug/EventUnitSelected=Unit Selected (PLAYER, UNIT, STATE)
- TriggerDebug/EventUnitStartedAttack=Unit Started Attack (UNIT, TARGET)
- TriggerDebug/EventUnitTargetInRange=Unit Target In Range (UNIT)
- TriggerDebug/EventUnitVeterancy=Unit Gained Experience (UNIT, PLAYER, BEHAVIOR, XPDELTA, XPTOTAL, LEVEL)
- TriggerDebug/EventUnknown=Unknown Event
- TriggerDebug/ExecuteFormat=Running FUNCTION (Event: EVENT)
- TriggerDebug/MenuOutputClear=Clear
- TriggerDebug/MenuOutputCopy=Copy
- TriggerDebug/MenuOutputErrors=Show Errors
- TriggerDebug/MenuOutputEvents=Show Events
- TriggerDebug/MenuOutputEventsLib=Show Events (Libraries)
- TriggerDebug/MenuOutputExecute=Show Triggers
- TriggerDebug/MenuOutputExecuteLib=Show Triggers (Libraries)
- TriggerDebug/MenuOutputExport=Export...
- TriggerDebug/MenuOutputSelectAll=Select All
- TriggerDebug/MenuOutputTimeStampGame=Show Game Time
- TriggerDebug/MenuOutputTimeStampLoop=Show Game Loop
- TriggerDebug/MenuOutputTimeStampNone=No Time Stamp
- TriggerDebug/MenuOutputTimeStampReal=Show Real Time
- TriggerDebug/MenuOutputUser=Show User Output (NAME)
- TriggerDebug/MenuOutputWatch=Show Variables
- TriggerDebug/MenuScale010=10 seconds
- TriggerDebug/MenuScale030=30 seconds
- TriggerDebug/MenuScale060=1 minute
- TriggerDebug/MenuScale300=5 minutes
- TriggerDebug/MenuScaleFit=Fit To Size
- TriggerDebug/MenuShowConstants=Show Constants
- TriggerDebug/MenuShowExternal=Show External
- TriggerDebug/MenuShowTriggers=Show Triggers
- TriggerDebug/MenuViewSelection=View Selection
- TriggerDebug/PlayerPropCredits=Credits
- TriggerDebug/PlayerPropGas=Gas
- TriggerDebug/PlayerPropHandicap=Handicap
- TriggerDebug/PlayerPropMinerals=Minerals
- TriggerDebug/PlayerPropSuppliesLimit=Supplies Limit
- TriggerDebug/PlayerPropSuppliesMade=Supplies Made
- TriggerDebug/PlayerPropSuppliesUsed=Supplies Used
- TriggerDebug/RegionCircle=c: (X, Y), r: RADIUS
- TriggerDebug/RegionComplex=Complex (X, Y)
- TriggerDebug/RegionRect=min: (MINX, MINY), max: (MAXX, MAXY)
- TriggerDebug/TabActivity=Activity
- TriggerDebug/TabQueue=Queue
- TriggerDebug/TabThreads=Threads
- TriggerDebug/TabTriggers=Triggers
- TriggerDebug/TabVariables=Variables
- TriggerDebug/Title=Trigger Debugging
- TriggerDebug/UnitFilterNone=None
- TriggerDebug/UnitGroupMultiple=COUNT units
- TriggerDebug/UnitPropAcceleration=Acceleration
- TriggerDebug/UnitPropEnergy=Energy
- TriggerDebug/UnitPropEnergyMax=Energy Max
- TriggerDebug/UnitPropEnergyPercent=Energy %
- TriggerDebug/UnitPropEnergyRegen=Energy Regen
- TriggerDebug/UnitPropHeight=Height
- TriggerDebug/UnitPropKills=Kills
- TriggerDebug/UnitPropLife=Life
- TriggerDebug/UnitPropLifeMax=Life Max
- TriggerDebug/UnitPropLifePercent=Life %
- TriggerDebug/UnitPropLifeRegen=Life Regen
- TriggerDebug/UnitPropMovementSpeed=Speed
- TriggerDebug/UnitPropRadius=Radius
- TriggerDebug/UnitPropResources=Resources
- TriggerDebug/UnitPropScrap=Scrap
- TriggerDebug/UnitPropScrapMax=Scrap Max
- TriggerDebug/UnitPropShields=Shields
- TriggerDebug/UnitPropShieldsMax=Shields Max
- TriggerDebug/UnitPropShieldsPercent=Shields %
- TriggerDebug/UnitPropShieldsRegen=Shields Regen
- TriggerDebug/UnitPropSuppliesMade=Supplies Made
- TriggerDebug/UnitPropSuppliesUsed=Supplies Used
- TriggerDebug/UnitPropTurnRate=Turn Rate
- TriggerDebug/UnitPropVitality=Vitality
- TriggerDebug/UnitPropVitalityMax=Vitality Max
- TriggerDebug/UnitPropVitalityPercent=Vitality %
- TriggerDebug/UnknownMemory=Invalid Memory!
- TriggerDebug/UnknownProperty=Unknown Property
- TriggerDebug/UnknownRegion=Unknown Region
- TriggerDebug/UnknownSound=Unknown Sound
- TriggerDebug/UnknownThread=Unknown Thread
- TriggerDebug/UnknownTrigger=Unknown Trigger
- TriggerDebug/UnknownType=Unknown Type
- TriggerDebug/UnknownUnit=Unknown Unit
- TriggerDebug/VariableAbilCmd=ABIL (INDEX)
- TriggerDebug/VariableCameraInfo=targ:(X, Y), dist:DIST, aoa:AOA, rot:ROT
- TriggerDebug/VariableChar='VALUE'
- TriggerDebug/VariableColor=a:ALPHA, r:RED, g:GREEN, b:BLUE
- TriggerDebug/VariableEmpty=(empty)
- TriggerDebug/VariableFalse=false
- TriggerDebug/VariableNull=null
- TriggerDebug/VariableOrder=ABIL (INDEX)
- TriggerDebug/VariablePoint=(X, Y)
- TriggerDebug/VariableRevealer=Player: PLAYER, Region[ REGION ]
- TriggerDebug/VariableTimer=ELAPSED / DURATION
- TriggerDebug/VariableTimerPeriodic= (+)
- TriggerDebug/VariableTrue=true
- TriggerDebug/VariableUnit=NAME (Player PLAYER)
- TriggerDebug/VariableUnitFilter=req: REQUIRED, excl: EXCLUDED
- TriggerDebug/WaitCinematic=Cinematic (ID)
- TriggerDebug/WaitConversation=Conversation (ID)
- TriggerDebug/WaitNetworkQuery=Network (Player: PLAYERS)
- TriggerDebug/WaitPortrait=Portrait (ID)
- TriggerDebug/WaitQueue=Queue (Position: POS)
- TriggerDebug/WaitSound=Sound: SOUND
- TriggerDebug/WaitTime=TIME
- TriggerDebug/WaitTimeAI=TIME (AI)
- TriggerDebug/WaitTimeGame=TIME (Game)
- TriggerDebug/WaitTimeReal=TIME (Real)
- TriggerDebug/WaitTransmission=Transmission (ID)
- TriggerDebug/WaitTrigger=Trigger Execution (TRIGGER, Done: DONE)
- TriggerDebug/WaitUnitIdle=Unit Idle: UNIT (Idle: IDLE)
- TriggerDebug/WaitUnitIdleGroup=Unit Group Idle (Count: COUNT/TOTAL, Idle: IDLE)
- UI/1024x768=1024x768 (4:3)
- UI/1280x1024=1280x1024 (5:4)
- UI/1280x720=1280x720 (16:9)
- UI/1280x960=1280x960 (4:3)
- UI/1600x1200=1600x1200 (4:3)
- UI/1600x900=1600x900 (16:9)
- UI/2D=2D
- UI/3D=3D
- UI/480x360=480x360 (4:3)
- UI/640x360=640x360 (16:9)
- UI/640x480=640x480 (4:3)
- UI/640x512=640x512 (5:4)
- UI/800x600=800x600 (4:3)
- UI/960x540=960x540 (16:9)
- UI/960x768=960x768 (5:4)
- UI/Accept=Accept
- UI/Accept_Control=<u>A</u>ccept
- UI/Accept_Hotkey=A
- UI/Achievements=Achievements
- UI/Active=Active
- UI/Alliance=Alliance
- UI/AllianceColorTip=Color units green, yellow or red based on hostility.
- UI/AltTabDisable=Disable Alt-Tab Shortcut
- UI/Always=Always
- UI/AntiAliasing_Colon=Anti-Aliasing:
- UI/Apply_Control=<u>A</u>pply
- UI/Apply_Hotkey=A
- UI/ArmorType_Colon=Armor Type:
- UI/Armor_Colon=Armor:
- UI/Armored=Armored
- UI/Audio=Audio
- UI/AudioSyncThreshold_Colon=Audio Sync Threshold:
- UI/Audio_Colon=Audio:
- UI/AutoClearAFK=Auto clear AFK
- UI/AvailableMissions_Colon=Available Missions:
- UI/Average=Average
- UI/Back=Back
- UI/Back_Control=<u>B</u>ack
- UI/Back_Hotkey=B
- UI/BattleNet_Control=<u>B</u>attle.net
- UI/BattleNet_Control_Caps=BATTLE.NET
- UI/BattleNet_Hotkey=B
- UI/BattleNetPlayerBlocked=The player you are attempting to chat with is ignoring you.
- UI/BattleNetChatFailed=Unable to chat with that player at this time.
- UI/BattleReportNoneCompleted=None
- UI/BattleReportPanelHardestDifficultyCompleted=Hardest Difficulty Completed:
- UI/BattleReportPanelMissionsCompleted=%completedMissons% / %totalMissions%
- UI/BattleReportPanelMissionsCompletedHeading=MISSIONS COMPLETED:
- UI/BattleReportPanelPlayCinematic=PLAY CINEMATIC
- UI/BattleReportPanelPlayDifficulty=Play %difficultyLevel%
- UI/BattleReportPanelSelectHeading=SELECT A MISSION:
- UI/BattleReportPanelTitle=BATTLE REPORT
- UI/BattleReportPanelTypeMission=Mission
- UI/BattleReportPanelTypeMissionCaps=MISSION
- UI/BattleReportPanelTypeScene=Cinematic
- UI/BattleReportPanelTypeSceneCaps=CINEMATIC
- UI/BitDepth_Colon=Bit Depth:
- UI/Bits=bits
- UI/Blob=Blob
- UI/BlockedPlayers_Colon=Blocked Players:
- UI/Bloom=Bloom
- UI/Briefing=Briefing
- UI/Build=Build
- UI/BuildGridHint_Colon=Display Build Grid
- UI/BuildTime_Colon=Build Time:
- UI/Build_Colon=Build:
- UI/Building=Building
- UI/BusyStatus=Set status to busy when playing a game
- UI/By=x
- UI/CameraSmartPan_Colon=Smart Camera Pan
- UI/Camera_Colon=Camera:
- UI/CampaignLoadingComplete=Press any key to continue
- UI/CampaignPanelCostHeading=Cost:
- UI/CampaignPanelCreditsHeading=Credits Available:
- UI/Campaign_Control=<u>C</u>ampaign
- UI/Campaign_Heading=Campaign
- UI/Campaign_Hotkey=C
- UI/Cancel=Cancel
- UI/CancelMulti_Control=C<h/>ancel
- UI/CancelMulti_Hotkey=A
- UI/Cancel_Control=<h/>Cancel
- UI/Cancel_Hotkey=C
- UI/Challenge=Challenge
- UI/ChallengeBestTimeOffline_Colon=Best Time:
- UI/ChallengeBestTime_Colon=Best Time:
- UI/ChallengeCompleted=Completed
- UI/ChallengeDifficulty_Colon=Difficulty:
- UI/ChallengeMostKillsOffline_Colon=Most Kills:
- UI/ChallengeMostKills_Colon=Most Kills:
- UI/ChallengeMostUnitsRemainingOffline_Colon=Most Units Remaining:
- UI/ChallengeMostUnitsRemaining_Colon=Most Units Remaining:
- UI/Challenge_Control=<u>C</u>hallenges
- UI/Challenge_Hotkey=C
- UI/CharacterSheetCredits=Credits:
- UI/CharacterSheetMercenary=Mercenaries
- UI/CharacterSheetProfile=Profile
- UI/CharacterSheetPurchase=Purchases
- UI/CharacterSheetRecentTechnology=Recently Purchased Technology:
- UI/CharacterSheetResearch=Research
- UI/CharacterSheetResearchPoints=Research Points:
- UI/Chat=Chat
- UI/Chat_Control=<h/>Chat
- UI/Chat_Hotkey=C
- UI/Clan_Control=C<h/>lan
- UI/Clan_Hotkey=L
- UI/Clear=Clear
- UI/ClearSelectionTip=Clear Selection
- UI/Close=Close
- UI/Close_Control=<h/>Close
- UI/Close_Hotkey=C
- UI/Computer=Computer
- UI/Concussive=Concussive
- UI/Constructed=Constructed
- UI/Continue_Control=<u>C</u>ontinue
- UI/Continue_Hotkey=C
- UI/ContinuousMusic=Continuous Music
- UI/Control=Control
- UI/ControlGroupButtonEmptyToolTip=Right click to set this control group to all currently selected units.
- UI/ControlGroupButtonToolTip=Left click to select all units in this control group.<n/>Right click to set this control group to all currently selected units.
- UI/CreateGame_Control=<h/>Create Game
- UI/CreateGame_Hotkey=C
- UI/CreatedBy_Colon=Created By:
- UI/Credits_Colon=Credits:
- UI/CreepQuality_Colon=Creep Quality:
- UI/Current=Current
- UI/CurrentCargo_Colon=Current Cargo:
- UI/Custom=Custom
- UI/CustomGame=Custom Game
- UI/CustomGame_Control=Custom <h/>Game
- UI/CustomGame_Hotkey=G
- UI/DamageTypeTipConcussive=This weapon deals normal damage to small armored units, but less damage to every other unit type.
- UI/DamageTypeTipExplosive=This weapon deals normal damage to large armored units, but less damage to every other unit type.
- UI/DamageTypeTipNormal=This weapon does normal damage to all units.
- UI/DamageTypeTipSuper=This weapon does extra damage to super units, normal damage to large armored units, but less damage to every other unit type.
- UI/DayAgo=1 day ago
- UI/DaysAgo=%d days ago
- UI/DebugMap_Control=<h/>Debug Map
- UI/DebugMap_Hotkey=D
- UI/DecalQuality_Colon=Decal Quality:
- UI/Default=Default
- UI/Defaults_Control=<u>D</u>efaults
- UI/Defaults_Hotkey=D
- UI/DeleteDialogMessage=Are you sure you want to delete %fileName%?
- UI/DeleteDialogTitle=Delete File
- UI/Delete_Control=<u>D</u>elete
- UI/Delete_Hotkey=D
- UI/DepthBased=Depth Based
- UI/DepthOfField_Colon=Depth of Field:
- UI/Description_Colon=Description:
- UI/DeviceAutoDetectedMessage=Graphics settings have been set to their default values for your video card. You should review them at this time.
- UI/DeviceUnknownMessage=Your video card is not recognized. You should review and adjust your graphics settings to the correct level.
- UI/DeviceUnsupportedMessage=Your video card is below the minimum specifications. You may experience poor performance.
- UI/Difficulty00=Very Easy
- UI/Difficulty01=Easy
- UI/Difficulty02=Medium
- UI/Difficulty03=Hard
- UI/Difficulty04=Very Hard
- UI/Difficulty05=Insane
- UI/Difficulty01Campaign=Beginner
- UI/Difficulty02Campaign=Normal
- UI/Difficulty03Campaign=Advanced
- UI/Difficulty04Campaign=Expert
- UI/Difficulty01Description=This is a relaxed, easy-going version of the game. This setting is good for players who are new to games.
- UI/Difficulty02Description=This is an average-paced version of the game. This setting is good for people who are comfortable with games, but somewhat new to real-time strategy games.
- UI/Difficulty03Description=This is a challenging version of the game. This setting is good for people who have some experience playing real-time strategy games.
- UI/Difficulty04Description=This is a cruel, fast-paced, no-holds-barred version of the game. This setting is good for veterans of real-time strategy games.
- UI/Difficulty_Colon=Difficulty:
- UI/Difficulty_Heading=Difficulty
- UI/Disabled=Disabled
- UI/Displacement_Colon=Displacement:
- UI/Display=Display
- UI/DisplayMode_Colon=Display Mode:
- UI/DragScrollInverted_Colon=Invert Drag Scroll
- UI/DragScrollSpeed_Colon=Drag Scroll Speed:
- UI/DropPlayers_Control=<h/>Drop Players
- UI/DropPlayers_Hotkey=D
- UI/Duration_Colon=Duration:
- UI/Duration_Format=Duration: %s
- UI/Easy_Control=Easy
- UI/Effects_Colon=Effects:
- UI/EmailAddress_Colon=Email Address:
- UI/Employer_Colon=Employer:
- UI/EnableMicrophone=Enable Microphone
- UI/EnableMusic_Colon=Enable Music:
- UI/EnableSound=Enable Sound
- UI/EnableVoiceChat=Enable Voice Chat
- UI/EnemyTitle_Colon=Enemy Forces:
- UI/Environment=Environment
- UI/Exit=Exit
- UI/ExitDialogMessage=Are you sure you want to exit the program?
- UI/ExitDialogTitle=Exit Starcraft II
- UI/ExitDialog_No_Control=<h/>No
- UI/ExitDialog_No_Hotkey=N
- UI/ExitDialog_Yes_Control=<h/>Yes
- UI/ExitDialog_Yes_Hotkey=Y
- UI/Exit_Control=E<h/>xit
- UI/Explosive=Explosive
- UI/Extreme=Extreme
- UI/Fast=Fast
- UI/Faster=Faster
- UI/Fastest=Fastest
- UI/FileAge=Age
- UI/FileListUpOneDirectory=<c val="888888">[Up One Folder]</c>
- UI/FileName=Name
- UI/FilePanelCampaign_Control=CAMPAIGN
- UI/FilePanelChallenge_Control=CHALLENGE
- UI/FilePanelDeleteFile_Control=Delete
- UI/FilePanelDetailsPanelPlayers_Colon=Players:
- UI/FilePanelFileListDate_Control=DATE
- UI/FilePanelFileListName_Control=NAME
- UI/FilePanelFolderUp_Control=Folder Up
- UI/FilePanelLoadGame=LOAD GAME
- UI/FilePanelLoadReplay=LOAD REPLAY
- UI/FilePanelMakePermanentDialogMessage=Would you like to make a permanent copy of this file and place it in the %saveModeFolder% folder?
- UI/FilePanelMakePermanentDialogTitle=Save File
- UI/FilePanelMultiplayer_Control=MULTIPLAYER
- UI/FilePanelNewFolder_Control=New Folder
- UI/FilePanelRecent_Control=RECENT
- UI/FilePanelSaveFile_Control=Save
- UI/FilePanelSaveGame=SAVE GAME
- UI/FilePanelSaveReplay=SAVE REPLAY
- UI/FilePanelSkirmish_Control=SKIRMISH
- UI/Flyer=Flyer
- UI/Food=Food
- UI/FrameRateFormat=%VAL fps
- UI/FrameRate_Colon=Framerate:
- UI/FriendRank_Colon=Friend Rank:
- UI/Friends=Friends
- UI/FriendsListDisplay_Colon=Friend List Display:
- UI/Full=Full
- UI/Fullscreen=Fullscreen
- UI/GameAudioFade=Game Audio Fade
- UI/GameLauncGameBusy=Unable to launch previous version of StarCraft II because the game is currently busy.
- UI/GameLaunchBaseBuildMissing=The version of StarCraft II required to play this game is unavailable.
- UI/GameLaunchGenericLaunchFailure=Unable to launch game.
- UI/GameLaunchInvalidFiles=The game makes reference to invalid or unavailable files.
- UI/GameLaunchMapDataMismatch=The map data loaded does not match the map data which was originally used to play this game.
- UI/GameLaunchMapOpenFailure=Unable to open map.
- UI/GameLaunchModDataMismatch=The mod data loaded does not match the mod data which was originally used to play this game.
- UI/GameLaunchReplayOpenFailure=Unable to open replay.
- UI/GameLaunchSaveOpenFailure=Unable to open saved game.
- UI/GameLaunchTEMPDOWNLOAD=**TEMP** One or more files which are needed to play this game are not available locally. They must be downloaded first.
- UI/GameLaunchTooManyDependencies=This game requires too many dependencies to launch.
- UI/GameLaunchVersionLaunchError=The version of StarCraft II required to play this game was unable to be launched.
- UI/GameLaunchVersionQuery=This game must be launched with a previous version of StarCraft II.<n/><n/>Do you wish to logout of Battle.net and launch this previous version?
- UI/GameLaunchVersionQueryReplay=This replay can only be viewed by a previous version of StarCraft II.<n/><n/>Do you wish to logout of Battle.net and launch the previous version of StarCraft II?
- UI/GameLaunchVersionQuerySave=This saved game can only be loaded by a previous version of StarCraft II.<n/><n/>Do you wish to logout of Battle.net and launch the previous version of StarCraft II?
- UI/GameList=Game List
- UI/GameMenu=Game Menu
- UI/GameMenuAbortMission_Control=<h/>Abort Mission
- UI/GameMenuAbortMission_Hotkey=A
- UI/GameMenuAccept_Control=<h/>Accept
- UI/GameMenuAccept_Hotkey=A
- UI/GameMenuCancel_Control=<h/>Cancel
- UI/GameMenuCancel_Hotkey=C
- UI/GameMenuClose_Control=<h/>Close
- UI/GameMenuClose_Hotkey=C
- UI/GameMenuDefault_Control=<h/>Default
- UI/GameMenuDefault_Hotkey=D
- UI/GameMenuDelete_Control=<h/>Delete
- UI/GameMenuDelete_Hotkey=D
- UI/GameMenuExitProgram_Control=<h/>Exit StarCraft II
- UI/GameMenuExitProgram_Hotkey=E
- UI/GameMenuGameplay_Control=Ga<h/>meplay
- UI/GameMenuGameplay_Hotkey=M
- UI/GameMenuGraphics_Control=<h/>Graphics
- UI/GameMenuGraphics_Hotkey=G
- UI/GameMenuLeave_Control=L<h/>eave Game
- UI/GameMenuLeave_Hotkey=E
- UI/GameMenuLoad_Control=<h/>Load
- UI/GameMenuLoad_Hotkey=L
- UI/GameMenuOptions_Control=<h/>Options
- UI/GameMenuOptions_Hotkey=O
- UI/GameMenuPause_Control=<h/>Pause
- UI/GameMenuPause_Hotkey=P
- UI/GameMenuQuitCampaign_Control=<h/>Quit Campaign
- UI/GameMenuQuitCampaign_Hotkey=Q
- UI/GameMenuQuitGame_Control=<h/>Quit Game
- UI/GameMenuQuitGame_Hotkey=Q
- UI/GameMenuReplay_Control=Load Re<h/>play
- UI/GameMenuReplay_Hotkey=P
- UI/GameMenuRestart_Control=<h/>Restart
- UI/GameMenuRestart_Hotkey=R
- UI/GameMenuResume_Control=Res<h/>ume
- UI/GameMenuResume_Hotkey=U
- UI/GameMenuReturn_Control=Return to <h/>Game
- UI/GameMenuReturn_Hotkey=G
- UI/GameMenuSave_Control=<h/>Save
- UI/GameMenuSave_Hotkey=S
- UI/GameMenuSound_Control=<h/>Sound
- UI/GameMenuSound_Hotkey=S
- UI/GameMenuVideo_Control=<h/>Recording
- UI/GameMenuVideo_Hotkey=R
- UI/GameMenuVoice_Control=<h/>Voice
- UI/GameMenuVoice_Hotkey=V
- UI/GameOverDialogContinue_Control=<h/>Continue
- UI/GameOverDialogContinue_Hotkey=C
- UI/GameOverDialogKeepPlaying_Control=<h/>Keep Playing
- UI/GameOverDialogKeepPlaying_Hotkey=K
- UI/GameOverDialogLoad_Control=<h/>Load
- UI/GameOverDialogLoad_Hotkey=L
- UI/GameOverDialogQuit_Control=<h/>Quit
- UI/GameOverDialogQuit_Hotkey=Q
- UI/GameOverDialogRestart_Control=R<h/>estart
- UI/GameOverDialogRestart_Hotkey=E
- UI/GameOverDialogViewCheats_Control=<h/>View Cheats
- UI/GameOverDialogViewCheats_Hotkey=V
- UI/GamePausedMessage=Paused by: %playerName% (%pausesRemaining% remaining.)
- UI/GamePausedMessageInfinite=Paused by: %playerName%
- UI/GameSpeed_Colon=Game Speed:
- UI/GameUnpausedMessage=Unpaused by: %playerName%
- UI/Gameplay=Gameplay
- UI/GameplayOptionsTooltips/AltTabDisable=<c val="ffff00">Disable Alt-Tab Shortcut:</c><n/>Disables the Alt-Tab key combination. Use this if you don't want to accidentally minimize the game.
- UI/GameplayOptionsTooltips/DragScrollInverted=<c val="ffff00">Invert Drag Scroll:</c><n/>Flips the direction the map scrolls while dragging the middle mouse button. This may feel more natural to some players.
- UI/GameplayOptionsTooltips/DragScrollSpeed=<c val="ffff00">Drag Scroll Speed:</c><n/>Determines how fast to scroll the map while dragging the middle mouse button.
- UI/GameplayOptionsTooltips/GameSpeed=<c val="ffff00">Game Speed:</c><n/>Determines how fast the game is played. All ladder matches are played at Faster speed. Try Slower games to practice your chops!
- UI/GameplayOptionsTooltips/GridHint=<c val="ffff00">Display Build Grid:</c><n/>Displays a grid around a building during placement. Use this to see how much space lies between buildings.
- UI/GameplayOptionsTooltips/KeyboardScrollSpeed=<c val="ffff00">Keyboard Scroll Speed:</c><n/>Determines how fast to scroll the map when using the keyboard's arrow keys.
- UI/GameplayOptionsTooltips/MenuBarClickable=<c val="ffff00">Menu Bar Clickable:</c><n/>Enables the ability to click on the menu bar on the top of the screen. Disable this if you don't want to accidentally click it in the heat of battle.
- UI/GameplayOptionsTooltips/MouseScrollEnabled=<c val="ffff00">Mouse Scroll Enabled:</c><n/>Enables the ability to scroll the map by placing the cursor at the edge of the screen.
- UI/GameplayOptionsTooltips/MouseScrollSpeed=<c val="ffff00">Mouse Scroll Speed:</c><n/>Determines how fast to scroll the map when the cursor is at the edge of the screen.
- UI/GameplayOptionsTooltips/MouseSensitivity=<c val="ffff00">Mouse Sensitivity:</c><n/>Determines how sensitive your mouse is. Higher sensitivity will cause the mouse to move faster.
- UI/GameplayOptionsTooltips/MouseWheelZoom=<c val="ffff00">Mouse Wheel Zoom:</c><n/>Allows the camera to zoom into or out of the map while using the mouse wheel or Page Up/Down hotkeys.
- UI/GameplayOptionsTooltips/ReduceMouseLag=<c val="ffff00">Reduce Mouse Lag:</c><n/>Will make the mouse more responsive, but may drastically reduce frame rate.
- UI/GameplayOptionsTooltips/SmartPan=<c val="ffff00">Smart Camera Pan:</c><n/>When enabled, the camera will quickly scroll (instead of jump) to a nearby unit when you click the unit's portrait. If the unit is not currently in view, it will jump to the location instead.<n/><n/>Double-tapping a control group hotkey will always cause the camera to jump.
- UI/GameplayOptionsTooltips/SpeechLocale=<c val="ffff00">Speech and Movie Language:</c><n/>Specifies the language of speech and movies in the game.<n/><n/><c val="FF2222">Changing this option requires a game restart to take effect.</c>
- UI/GameplayOptionsTooltips/Subtitles=<c val="ffff00">Display Subtitles:</c><n/>Displays subtitles during cutscenes.
- UI/GameplayOptionsTooltips/TextLocale=<c val="ffff00">Text Language:</c><n/>Specifies the language of text in the game.<n/><n/><c val="FF2222">Changing this option requires a game restart to take effect.</c>
- UI/GameplayOptionsTooltips/UnitStatus=<c val="ffff00">Show Unit Status Bars:</c><n/>Determines how unit status bars are displayed.<n/><n/><c val="ffff8a">Normal:</c> Only show when holding Alt<n/><c val="ffff8a">Selected:</c> Selected units only<n/><c val="ffff8a">Always:</c> Show all unit status bars
- UI/GameplayOptionsTooltips/WinKeyDisable=<c val="ffff00">Disable Windows Key:</c><n/>Disables the Windows key. Use this if you don't want to accidentally minimize the game.
- UI/GameplayOptions_RestartDialog=Some of your gameplay options require a game restart to take effect. Would you like to restart now?
- UI/GameplayOptions_RestartWarnDialog=Your gameplay options have been saved, but some changes will not go into effect until you restart StarCraft II.
- UI/Gameplay_Control=Ga<h/>meplay
- UI/Gameplay_Hotkey=m
- UI/Gamma_Colon=Gamma:
- UI/Gas=Gas
- UI/GasCollected=Gas Collected
- UI/GasSpent=Gas Spent
- UI/Graph_Control=<h/>Graph
- UI/Graph_Hotkey=G
- UI/Graphics=Graphics
- UI/GraphicsOptionsTooltips/BitDepth=<c val="ffff00">Bit Depth:</c><n/>Refers to the range of colors drawn to the screen. 32-bit allows a far greater range of colors than 16-bit.
- UI/GraphicsOptionsTooltips/DisplayMode=<c val="ffff00">Display Mode:</c><n/>Allows you to change the primary display mode of the game to Fullscreen, Windowed, or Windowed (Fullscreen). Windowed modes may cause a drop in performance.
- UI/GraphicsOptionsTooltips/EffectsQuality=<c val="ffff00">Effects Quality:</c><n/>Determines the detail level on all particle, ribbon, and splat effects. These include explosions, dust, tread, and beams.<n/><n/>Effects Quality relies on your computer's processor (CPU).<n/><n/><c val="ffff8a">Low:</c> 75% reduction<n/><c val="ffff8a">Medium:</c> 50% reduction<n/><c val="ffff8a">High:</c> 25% reduction<n/><c val="ffff8a">Ultra:</c> No reduction<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/Gamma=<c val="ffff00">Gamma:</c><n/>Determines the overall brightness of the game. Use this if your monitor causes the game to be too bright or too dark.<n/><n/><c val="ffff8a">Warning:</c> Setting this value too high or low may cause artists to cry.
- UI/GraphicsOptionsTooltips/GraphicsQuality=<c val="ffff00">Graphics Quality:</c><n/>Determines the overall graphics quality. This sets all advanced options below. The default value is the suggested level for your machine.<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/LightingQuality=<c val="ffff00">Lighting Quality:</c><n/>Allows greater realism, blending, and coloring on all lighting effects.<n/><n/>Lighting Quality relies on your graphics card and depends on High Dynamic Range.<n/><n/><c val="ffff8a">Low:</c> Light maps and directional lights only<n/><c val="ffff8a">Medium:</c> Normal maps, per-pixel lighting, and specular highlights<n/><c val="ffff8a">High:</c> Ambient occlusion, local lighting, and deferred lighting<n/><c val="ffff8a">Ultra:</c> Local ambient occlusion and no light reduction<n/><n/><c val="ffff8a">Suggested: %val%</c><n/><n/><c val="FF2222">Changing this option may cause your next few games to stutter while shaders recompile.</c>%supported%
- UI/GraphicsOptionsTooltips/Model=<c val="ffff00">Model Quality:</c><n/>High quality models allow for more variety in various models. You'll notice this most in death and build animations and the backgrounds for space platform maps.<n/><n/><c val="ffff8a">Low:</c> Death, build, and other effects share a simple model<n/><c val="ffff8a">High:</c> All models are unique and higher quality<n/><n/><c val="ffff8a">Suggested: %val%</c><n/><n/><c val="FF2222">Changing this option requires a game restart to take effect.</c>
- UI/GraphicsOptionsTooltips/Movies=<c val="ffff00">Movie Quality:</c><n/>Determines the quality of cinematic cutscenes and movies played within campaign levels and mission briefings.<n/><n/>Movie Quality relies on your computer's processor (CPU).<n/><n/><c val="ffff8a">Low:</c> Standard Definition<n/><c val="ffff8a">High:</c> High Definition<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/PhysicsQuality=<c val="ffff00">Physics Quality:</c><n/>Determines the realism of colliding objects and gravity.<n/><n/>Physics Quality relies on your computer's processor (CPU).<n/><n/><c val="ffff8a">Off:</c> No physics simulation<n/><c val="ffff8a">Low:</c> 75% reduction<n/><c val="ffff8a">High:</c> 25% reduction<n/><c val="ffff8a">Ultra:</c> No reduction<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/Portraits=<c val="ffff00">Unit Portraits:</c><n/>Allows you to change the way that unit portraits are displayed.<n/><n/>Fully three-dimensional unit portraits have a higher performance cost.<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/PostProcessingQuality=<c val="ffff00">Post Processing Quality:</c><n/>Determines the quality of displacement, halos, and depth-of-field.<n/><n/>Post Processing relies on your graphics card.<n/><n/><c val="ffff8a">Low:</c> Displacement enabled<n/><c val="ffff8a">Medium:</c> Halos enabled<n/><c val="ffff8a">Ultra:</c> Depth-of-Field enabled<n/><n/><c val="ffff8a">Suggested: %val%</c>%supported%
- UI/GraphicsOptionsTooltips/ReflectionQuality=<c val="ffff00">Reflections:</c><n/>Enables reflections on creep and water.<n/><n/>Reflections rely on your computer's processor (CPU).<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/RefreshRate=<c val="ffff00">Refresh Rate:</c><n/>Refers to the number of times the image is drawn to the monitor. Some players may see a flicker if the refresh rate is too low.<n/><n/><c val="ffff8a">Suggested: Default</c>
- UI/GraphicsOptionsTooltips/Resolution=<c val="ffff00">Resolution:</c><n/>Higher resolution will result in increased clarity, but this greatly affects performance. Choose a resolution that matches the aspect ratio of your monitor. Bit-depth (32 or 16) refers to how rich colors are and also greatly affects performance.<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/ShaderDetail=<c val="ffff00">Shader Quality:</c><n/>This determines how complex your shaders are, which impacts a variety of special effects. This can have a great impact on visual quality and performance.<n/><n/>Shader Quality relies on your graphics card.<n/><n/><c val="ffff8a">Low:</c> Simplified shaders only<n/><c val="ffff8a">Medium:</c> Improved fog of war and alpha<n/><c val="ffff8a">High:</c> Improved cloaking, soft particles, and volumetric materials<n/><c val="ffff8a">Ultra:</c> Parallax mapping<n/><n/><c val="ffff8a">Suggested: %val%</c><n/><n/><c val="FF2222">Changing this option may cause your next few games to stutter while shaders recompile.</c>
- UI/GraphicsOptionsTooltips/ShadowQuality=<c val="ffff00">Shadow Quality:</c><n/>Allows greater detail on all shadows cast.<n/><n/>Shadow Quality relies on your graphics card.<n/><n/><c val="ffff8a">Low:</c> Blob shadows only<n/><c val="ffff8a">Medium:</c> Real-time shadows<n/><c val="ffff8a">High:</c> Improved shadow resolution and water shadows<n/><c val="ffff8a">Ultra:</c> Best shadow resolution and transparent shadows<n/><n/><c val="ffff8a">Suggested: %val%</c><n/><n/><c val="FF2222">Changing this option may cause your next few games to stutter while shaders recompile.</c>
- UI/GraphicsOptionsTooltips/TerrainQuality=<c val="ffff00">Terrain Quality:</c><n/>Allows greater detail on the terrain. Raising Terrain Quality will increase the foliage, fog, water, and creep detail.<n/><n/>Terrain Quality relies on your graphics card.<n/><n/><c val="ffff8a">Low:</c> No foliage and simple water and creep<n/><c val="ffff8a">Medium:</c> Simple water, improved creep, little foliage<n/><c val="ffff8a">High:</c> Shadows on creep, realistic water, and more foliage<n/><c val="ffff8a">Ultra:</c> Water caustics and all foliage<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptionsTooltips/TextureQuality=<c val="ffff00">Texture Quality:</c><n/>Determines the clarity and size of textures used throughout the game. Higher texture quality will result in more detail, but it requires more video memory.<n/><n/>Texture Quality relies on your total video memory (VRAM).<n/><n/><c val="ffff8a">Low:</c> 128 MB<n/><c val="ffff8a">Medium:</c> 256 MB<n/><c val="ffff8a">High:</c> 512 MB<n/><c val="ffff8a">Ultra:</c> 1024 MB<n/><n/><c val="ffff8a">Suggested: %val%</c>
- UI/GraphicsOptions_CannotSupportHighLighting=<n/><n/><c val="FF2222">Your hardware cannot support High Lighting.</c>
- UI/GraphicsOptions_CannotSupportMediumLighting=<n/><n/><c val="FF2222">Your hardware cannot support Medium Lighting.</c>
- UI/GraphicsOptions_CannotSupportPostProc=<n/><n/><c val="FF2222">Your hardware cannot support Post Processing Medium or higher.</c>
- UI/GraphicsOptions_CannotSupportUltraLighting=<n/><n/><c val="FF2222">Your hardware cannot support Ultra Lighting.</c>
- UI/GraphicsOptions_CustomShaders=Your Shader Options are not all the same value. This requires extra configuration, which may cause your game to run slower for the next few games.
- UI/GraphicsOptions_DisplayModeDialog=Your display mode settings have changed. Do you want to keep these settings? Reverting in %TIMER% seconds.
- UI/GraphicsOptions_ReducedSettings=Your graphics settings were temporarily reduced because your system is low on video memory (VRAM). If the problem persists, lower your graphics options.
- UI/GraphicsOptions_RestartDialog=Some of your graphics options require a game restart to take effect. Would you like to restart now?
- UI/GraphicsOptions_RestartWarnDialog=Your graphics options have been saved, but some changes will not go into effect until you restart StarCraft II.
- UI/GraphicsOptions_ValidateFailed=Your selected options were lowered because your hardware cannot support them. Please review the changes.
- UI/GraphicsQuality_Colon=Graphics Quality:
- UI/Graphics_Control=<h/>Graphics
- UI/Graphics_Hotkey=G
- UI/Hard_Control=Advanced
- UI/Harvesters=Harvesters
- UI/HelpPanel=Help
- UI/HeroIncapacitated=(Incapacitated)
- UI/HideTipNotifications=Disable Tip Notifications
- UI/HideTutorialNotifications=Disable Tutorial Notifications
- UI/High=High
- UI/Hints=Tutorials
- UI/History=History
- UI/Hitpoints_Colon=Hitpoints:
- UI/HourAgo=1 hour ago
- UI/HoursAgo=%d hours ago
- UI/Immobile=Immobile
- UI/Input=Input
- UI/InputDevice_Colon=Input Device:
- UI/Insane_Control=Expert
- UI/JoinGame_Control=<h/>Join Game
- UI/JoinGame_Hotkey=J
- UI/KeyboardScrollSpeed_Colon=Keyboard Scroll Speed:
- UI/KeyframeFrequency_Colon=Keyframe Frequency:
- UI/Killed=Killed
- UI/Ladder_Control=<h/>Ladder
- UI/Ladder_Hotkey=L
- UI/LagIndicatorLocalGuilty=Your computer is slowing down the game. Lowering your graphics settings or closing other applications may help.
- UI/LagIndicatorOtherGuilty=%s is slowing down the game.
- UI/LagIndicatorSinglePlayer=Try lowering your graphics settings or closing other applications to improve performance.
- UI/LagIndicatorTooLow=Try closing other applications to improve performance.
- UI/Large=Large
- UI/LaunchMission=Launch
- UI/LeaderPaneAPM_Hotkey=M
- UI/LeaderPaneAPM_Name=AP<h/>M
- UI/LeaderPaneArmy_Hotkey=A
- UI/LeaderPaneArmy_Name=<h/>Army
- UI/LeaderPaneIncome_Hotkey=I
- UI/LeaderPaneIncome_Name=<h/>Income
- UI/LeaderPaneNone_Hotkey=N
- UI/LeaderPaneNone_Name=<h/>None
- UI/LeaderPaneProduction_Hotkey=D
- UI/LeaderPaneProduction_Name=Pro<h/>duction
- UI/LeaderPaneResources_Hotkey=R
- UI/LeaderPaneResources_Name=<h/>Resources
- UI/LeaderPaneSpending_Hotkey=S
- UI/LeaderPaneSpending_Name=<h/>Spending
- UI/LeaderPaneUnitsLost_Hotkey=L
- UI/LeaderPaneUnitsLost_Name=Units <h/>Lost
- UI/LeaderPaneUnits_Hotkey=U
- UI/LeaderPaneUnits_Name=<h/>Units
- UI/Light=Light
- UI/Lighting_Colon=Lighting:
- UI/Listening=Listening
- UI/Load=Load
- UI/LoadReplay=LOAD REPLAY
- UI/LoadSave=LOAD GAME
- UI/Load_Control=<u>L</u>oad
- UI/Load_Hotkey=L
- UI/Loading=Loading
- UI/LoadingBarPercentSymbol=%
- UI/LoadingFinished=Finished Loading
- UI/LoadingScreenVs=Vs.
- UI/LocalGameList=Local Game List
- UI/Location_Colon=Location:
- UI/LockedTechTreeStructureName=Locked
- UI/LockedTechTreeUnitName=Locked
- UI/Log=Log
- UI/Login_Control=<h/>Login
- UI/Login_Hotkey=L
- UI/Long=Long
- UI/Lost=Lost
- UI/Low=Low
- UI/Ludicrous=Ludicrous
- UI/Mail_Control=<h/>Mail
- UI/Mail_Hotkey=M
- UI/MapList=Map List
- UI/MapName_Format=Map Name: %s
- UI/MapSize00=Tiny
- UI/MapSize01=Small
- UI/MapSize02=Medium
- UI/MapSize03=Large
- UI/MapSize04=Huge
- UI/MapSize05=Epic
- UI/MasterVolume_Colon=Master Volume:
- UI/MatureLanguageFilter=Mature language filter
- UI/Medium=Medium
- UI/Mega=Mega
- UI/Melee=Melee
- UI/Menu=Menu
- UI/MenuBarAchievement_Hotkey=F9
- UI/MenuBarClickable_Colon=Menu Bar Clickable
- UI/MenuBarGameMenu_Hotkey=F10
- UI/MenuBarHelp_Hotkey=F12
- UI/MenuBarMessageLog_Hotkey=F11
- UI/MercenaryPanelAlreadyHired=Hired
- UI/MercenaryPanelCostHeading=Cost:
- UI/MercenaryPanelCreditsHeading=Credits Available:
- UI/MercenaryPanelHire=HIRE
- UI/MercenaryPanelSelectHeading=SELECT A MERCENARY
- UI/MercenaryPanelTitle=MERCENARIES
- UI/Merging=Merging
- UI/MessageLog=Message Log
- UI/MicrophoneBoost=Microphone Boost
- UI/MicrophoneTest_Colon=Microphone Test:
- UI/MicrophoneVolume_Colon=Microphone Volume:
- UI/Minerals=Minerals
- UI/MineralsCollected=Minerals Collected
- UI/MineralsSpent=Minerals Spent
- UI/MinuteAgo=1 minute ago
- UI/MinutesAgo=%d minutes ago
- UI/Mission=Mission
- UI/MissionObjectives=Mission Objectives
- UI/MissionTitle_Colon=Mission:
- UI/Mod_Colon=Mod:
- UI/Models_Colon=Models:
- UI/MonthAgo=1 month ago
- UI/MonthsAgo=%d months ago
- UI/Morphing=Morphing
- UI/Mouse=Mouse
- UI/MouseScrollEnabled_Colon=Mouse Scroll Enabled
- UI/MouseScrollSpeed_Colon=Mouse Scroll Speed:
- UI/MouseSensitivity_Colon=Mouse Sensitivity:
- UI/MouseWheelZoom_Colon=Mouse Wheel Zoom
- UI/MoveSpeed_Colon=Move Speed:
- UI/Movies_Colon=Movies:
- UI/MsFormat=%VAL ms
- UI/Multiplayer=Multiplayer
- UI/MultiplayerLoading=Loading
- UI/MultiplayerLoadingComplete=Complete
- UI/MultiplayerLoadingPanelFavored=Favored
- UI/MultiplayerLoadingPanelSlightlyFavored=Slightly Favored
- UI/MultiplayerLoadingPanelEven=Teams Even
- UI/Multiplayer_Control=<h/>Multiplayer
- UI/Multiplayer_Hotkey=M
- UI/Music=Music
- UI/MusicDisabled=Music Disabled
- UI/MusicEnabled=Music Enabled
- UI/Music_Colon=Music:
- UI/Mute=Mute
- UI/Name=Name
- UI/Name_Colon=Name:
- UI/NewPassword_Colon=New Password:
- UI/New_Control=<u>N</u>ew
- UI/New_Hotkey=N
- UI/New_Objective_Parenthesis=(New)
- UI/News_Control=<h/>News
- UI/News_Hotkey=N
- UI/No=No
- UI/NoMessages=No Messages To Display
- UI/NoTips=No Tips To Display
- UI/NoTutorials=No Tutorials To Display
- UI/NoiseSensitivity_Colon=Noise Sensitivity:
- UI/Normal=Normal
- UI/NormalMaps_Colon=Normal Maps:
- UI/Normal_Control=Normal
- UI/Objectives=Objectives
- UI/Observer=Observer
- UI/ObserverAllPlayers=Everyone (<h/>E)
- UI/ObserverCameraButtonTip=Player Camera (<h/>C)
- UI/ObserverCameraButton_Hotkey=C
- UI/ObserverCommentator=Commentator (<h/>T)
- UI/ObserverStatusBarsButtonTip=Hit Point Bars (<h/>H)
- UI/ObserverStatusBarsButton_Hotkey=H
- UI/ObserverViewMenuTip=View Perspective
- UI/Off=Off
- UI/Ok=Ok
- UI/Ok_Control=<h/>Ok
- UI/Ok_Hotkey=O
- UI/OldPassword_Colon=Old Password:
- UI/On=On
- UI/Options=Options
- UI/Options_Control=<u>O</u>ptions
- UI/Options_Control_Caps=OPTIONS
- UI/Options_Hotkey=O
- UI/Output=Output
- UI/OutputDevice_Colon=Output Device:
- UI/Overview_Control=<h/>Overview
- UI/Overview_Hotkey=O
- UI/OverwriteFile_Dialog=The file %fileName% already exists. Are you sure you want to overwrite it?
- UI/PagedPoolModeDefensive=Your computer is running low on paged pool memory. Visual quality may degrade. To improve performance, some of your graphics settings have been adjusted automatically. Manually lowering your graphics settings further and restarting StarCraft II or closing other applications may also help.
- UI/PagedPoolModeEmergency=Your computer has run out of paged pool memory. Visual quality may degrade. Your graphics settings have been lowered to help, but performance may still be poor.
- UI/Password_Colon=Password:
- UI/Peak=Peak
- UI/Physics_Colon=Physics:
- UI/PingMessage=Select area to ping.
- UI/PingTip=Allows you to ping a location on the minimap or game world that only your allies will see.
- UI/PlanetPanelBonusObjectiveTitle=BONUS OBJECTIVE:
- UI/PlanetPanelContactTitle=MISSION CONTACT
- UI/PlanetPanelCreditsHeading=Current Credits: %credits%
- UI/PlanetPanelLaunch=LAUNCH
- UI/PlanetPanelMissionTitle=MISSION:
- UI/PlanetPanelNoSelection=Select a planet.
- UI/PlanetPanelObjectiveTitle=MISSION OBJECTIVE:
- UI/PlanetPanelResearchTitle=RESEARCH OPPORTUNITIES:
- UI/PlanetPanelRewardTitle=REWARD:
- UI/PlanetPanelTechnologyTitle=AVAILABLE TECHNOLOGY
- UI/PlanetPanelTitle=MISSION SELECTION
- UI/Play=Play
- UI/PlayAgain=Play Again
- UI/PlayChallenge_Control=<h/>Play
- UI/PlayGame_Control=<h/>Play Game
- UI/PlayGame_Hotkey=P
- UI/Play_Control=<h/>Play
- UI/Play_Hotkey=P
- UI/Player=Player
- UI/PlayerList_Format=Players: %s
- UI/PlayerMessage/HasLeftTheGame=%s has left the game!
- UI/PlayerMessage/IsBeingRevealed=%s is being revealed!
- UI/PlayerMessage/IsNoLongerBeingRevealed=%s is no longer being revealed!
- UI/PlayerMessage/WasDefeated=%s was defeated!
- UI/PlayerMessage/WasDestroyed=%s no longer has any forces!
- UI/PlayerMessage/WasVictorious=%s was victorious!
- UI/PlayerMessage/WillBeRevealed=%s will be revealed!
- UI/Politics=Politics
- UI/PortraitType_Colon=Unit Portraits:
- UI/PostProcessing_Colon=Post-Processing:
- UI/PrimaryObjectiveTitle_Colon=Mission Objective:
- UI/PrimaryObjectives=Main Objectives
- UI/Produced=Produced
- UI/Produces_Colon=Produces:
- UI/ProfileName_Colon=Profile Name:
- UI/Profile_Control=Pr<h/>ofile
- UI/Profile_Hotkey=O
- UI/Profiles=Profiles
- UI/Purchase=Purchase
- UI/PurchaseAvailable=Purchasable Upgrades
- UI/PurchaseCost_Colon=Tech Cost:
- UI/PurchaseCreditsFormat=<val/> mil
- UI/PurchaseCredits_Colon=Credits Available:
- UI/PurchaseCurrent=Current Inventory
- UI/PurchasePanelAlreadyPurchased=Purchased
- UI/PurchasePanelCostHeading=Cost:
- UI/PurchasePanelCreditsHeading=Credits Available:
- UI/PurchasePanelNoSelection=Select a Tech Upgrade
- UI/PurchasePanelPurchase=PURCHASE
- UI/PurchasePanelSelectHeading=SELECT AN UPGRADE
- UI/PurchasePanelTitle=TECH PURCHASE
- UI/PushToTalk=Push-to-talk
- UI/PushToTalkKey_Colon=Push-To-Talk Key:
- UI/PushToTalkSound=Push-To-Talk Sound
- UI/Quality=Quality
- UI/Quality_Colon=Quality:
- UI/Quit_Control=<u>Q</u>uit
- UI/Quit_Control_Caps=QUIT
- UI/Quit_Hotkey=Q
- UI/Random=Random
- UI/Razed=Razed
- UI/Ready_Control=<h/>Ready
- UI/Ready_Hotkey=R
- UI/RealmList=Realm List
- UI/RecordTriggers=Record From Triggers
- UI/ReduceMouseLag_Colon=Reduce Mouse Lag
- UI/Reflections_Colon=Reflections:
- UI/RefreshRateFormat=%val% Hz
- UI/RefreshRate_Colon=Refresh Rate:
- UI/RepeatEmailAddress_Colon=Repeat Email Address:
- UI/RepeatNewPassword_Colon=Repeat New Password:
- UI/RepeatPassword_Colon=Repeat Password:
- UI/Replay=Replay
- UI/ReplayBackward=Backward (<h/>B)
- UI/ReplayBackward_Hotkey=B
- UI/ReplayDecSpeed=Decrease Speed (<h/>-)
- UI/ReplayDecSpeed_Hotkey=Minus
- UI/ReplayDone=Done
- UI/ReplayEntireMap=Entire Map (<h/>E)
- UI/ReplayForward=Forward (<h/>F)
- UI/ReplayForward_Hotkey=F
- UI/ReplayIncSpeed=Increase Speed (<h/>+)
- UI/ReplayIncSpeed_Hotkey=Plus
- UI/ReplayJumping=Jumping
- UI/ReplayList=Replay List
- UI/ReplayLoading=Loading
- UI/ReplayMissionDialog=Replay
- UI/ReplayPause=Pause (<h/>P)
- UI/ReplayPause_Hotkey=P
- UI/ReplayPlay=Play (<h/>P)
- UI/ReplayPlay_Hotkey=P
- UI/ReplayRestart=Restart (<h/>R)
- UI/ReplayRestart_Hotkey=R
- UI/ReplaySpeedFast=Fast
- UI/ReplaySpeedFaster=Faster
- UI/ReplaySpeedFasterX3=Faster x3
- UI/ReplaySpeedFasterX6=Faster x6
- UI/ReplaySpeedSlower=Slower
- UI/Replay_Control=<u>R</u>eplay
- UI/Replay_Hotkey=R
- UI/Request=Request
- UI/Requires_Colon=Requires:
- UI/ResearchPanelCurrentResearchLevel=Current Research Level: %level%
- UI/ResearchPanelNoSelection=Select a Research Item
- UI/ResearchPanelResearch=RESEARCH
- UI/ResearchPanelResearchProgress=RESEARCH PROGRESS:
- UI/ResearchPanelSelectText=Choose an item to research
- UI/ResearchPanelTitle=RESEARCH
- UI/Researching=Researching
- UI/Resolution_Colon=Resolution:
- UI/ResourceName0=Minerals
- UI/ResourceName1=Vespene
- UI/ResourceName2=Terrazine
- UI/ResourceName3=Custom
- UI/ResourceTradeNotEnoughResources=Not Enough Resources
- UI/ResourceRequest_Colon=Resource Request:
- UI/ResourceSupplyToolTip=All living units cost supply. Build Supply Depots, Overlords or Pylons to increase supply.
- UI/ResourceToolTip0=Minerals are used to build your forces. Harvest more minerals from mineral fields.
- UI/ResourceToolTip1=Vespene Gas is used to build your forces. Harvest more gas from vespene geysers.
- UI/ResourceToolTip2=
- UI/ResourceToolTip3=This is a custom resource.
- UI/Resources_Control=<h/>Resources
- UI/Resources_Hotkey=R
- UI/RestoreDefaults=Restore Defaults
- UI/Reverb_Colon=Reverb
- UI/Revive_S=Revive %s
- UI/Reviving=Reviving
- UI/RewardTitle_Colon=Reward:
- UI/Reward_Colon=Reward:
- UI/RibbonQuality_Colon=Ribbon Quality:
- UI/RoomSelectionTitle=Go To:
- UI/Save=Save
- UI/SaveList=Save List
- UI/SaveModeCampaign=Campaign
- UI/SaveModeChallenge=Challenge
- UI/SaveModeCustom=Custom
- UI/SaveModeMultiplayer=Multiplayer
- UI/SaveModeSkirmish=Skirmish
- UI/SaveReplay_Control=<h/>Save Replay
- UI/SaveReplay_Hotkey=S
- UI/Save_Control=<h/>Save
- UI/Save_Hotkey=S
- UI/Scrolling=Scrolling
- UI/SecondaryObjectiveTitle_Colon=Bonus Objective:
- UI/SecondaryObjectives=Bonus Objectives
- UI/Selected=Selected
- UI/Send=Send
- UI/SendChat_Control=<h/>Send Chat
- UI/SendChat_Hotkey=S
- UI/Setup=Setup
- UI/ShaderOptions=Shader Options
- UI/Shaders_Colon=Shaders:
- UI/Shadows_Colon=Shadows:
- UI/Sharpness_Colon=Sharpness:
- UI/Shields_Colon=Shields:
- UI/Short=Short
- UI/Singleplayer=Singleplayer
- UI/Singleplayer_Control=<u>S</u>ingleplayer
- UI/Singleplayer_Hotkey=S
- UI/Size_Colon=Size:
- UI/Skirmish_Control=<u>S</u>kirmish
- UI/Skirmish_Hotkey=S
- UI/SlashCommandCheer=cheer
- UI/SlashCommandDance=dance
- UI/SlashCommandParty=p
- UI/SlashCommandReply=r
- UI/SlashCommandTell=t
- UI/SlashCommandWhisper=w
- UI/Slow=Slow
- UI/SlowGame=Slow Game while Recording
- UI/Slower=Slower
- UI/Small=Small
- UI/Social_Control=Soc<h/>ial
- UI/Social_Hotkey=I
- UI/SoftParticles_Colon=Soft Particles:
- UI/Sound=Sound
- UI/SoundAmbience_Colon=Ambient Sounds:
- UI/SoundChannels_Colon=Sound Channels:
- UI/SoundDisabled=Sound Disabled
- UI/SoundEffects_Colon=Sound Effects:
- UI/SoundEnabled=Sound Enabled
- UI/SoundGlobal_Colon=Play in Background
- UI/SoundMovement_Colon=Movement Sounds
- UI/SoundOptionsTooltips/Ambience=<c val="ffff00">Enable Ambience:</c><n/>Enables ambient sound effects based on the environment, such as wind or water sounds.
- UI/SoundOptionsTooltips/AmbienceVolume=<c val="ffff00">Ambience Volume:</c><n/>Determines the volume of ambient sound effects.
- UI/SoundOptionsTooltips/Channels=<c val="ffff00">Sound Channels:</c><n/>Determines the number of sound effects that can play simultaneously. Lower this number to improve performance.
- UI/SoundOptionsTooltips/Effects=<c val="ffff00">Enable Sound Effects:</c><n/>Enables standard gameplay sound effects.
- UI/SoundOptionsTooltips/EffectsVolume=<c val="ffff00">Sound Effects Volume:</c><n/>Determines the volume of standard gameplay sound effects.
- UI/SoundOptionsTooltips/Global=<c val="ffff00">Play in Background:</c><n/>Allows the game to continue playing sound when it is not the focus window.
- UI/SoundOptionsTooltips/MasterVolume=<c val="ffff00">Master Volume:</c><n/>This controls the volume of all sounds in the game.
- UI/SoundOptionsTooltips/Movement=<c val="ffff00">Enable Movement Sounds:</c><n/>Enables sounds related to units moving, such as footsteps or engines.
- UI/SoundOptionsTooltips/Music=<c val="ffff00">Enable Music:</c><n/>Enables background music.
- UI/SoundOptionsTooltips/MusicContinuous=<c val="ffff00">Enable Continuous Music:</c><n/>Enables uninterrupted background music.
- UI/SoundOptionsTooltips/MusicVolume=<c val="ffff00">Music Volume:</c><n/>Determines the volume of background music.
- UI/SoundOptionsTooltips/OutputDevice=<c val="ffff00">Output Device:</c><n/>The output device is where your sound will play. Default will match your system's output device. Use this if you want the game to play through headphones or a different set of speakers.
- UI/SoundOptionsTooltips/Quality=<c val="ffff00">Sound Quality:</c><n/>Determines the audio fidelity. Higher quality settings will sound better but may slow down the game.
- UI/SoundOptionsTooltips/Responses=<c val="ffff00">Enable Response Sounds:</c><n/>Enables response sounds for when you order or select units.
- UI/SoundOptionsTooltips/Reverb=<c val="ffff00">Enable Reverb:</c><n/>Reverb is a slight echo added to all sound effects. It increases sound realism, but disabling this may improve performance.
- UI/SoundOptionsTooltips/Sound=<c val="ffff00">Enable Sound:</c><n/>Enables all sound during gameplay.
- UI/SoundOptionsTooltips/SpeakerMode=<c val="ffff00">Speaker Setup:</c><n/>Set this to match your speaker setup. Choose Stereo for headphones or standard two-speaker setups.
- UI/SoundOptionsTooltips/UI=<c val="ffff00">Enable Interface Sounds:</c><n/>Enables sound effects on the user interface, such as buttons and menus.
- UI/SoundOptionsTooltips/UIVolume=<c val="ffff00">Interface Sounds Volume:</c><n/>Determines the volume of user interface sounds, such as buttons and menus.
- UI/SoundOptions_RestartDialog=Some of your sound options require a game restart to take effect. Would you like to restart now?
- UI/SoundOptions_RestartWarnDialog=Your sound options were saved, but some changes will not go into effect until you restart StarCraft II.
- UI/SoundOutputDevice_Colon=Output Device:
- UI/SoundQuality_Colon=Sound Quality:
- UI/SoundResponses_Colon=Response Sounds
- UI/SoundUI_Colon=Interface Sounds:
- UI/Sound_Colon=Sound:
- UI/Sound_Control=<h/>Sound
- UI/Sound_Hotkey=S
- UI/SpeakerMode_Colon=Speaker Setup:
- UI/Specializing=Specializing
- UI/Specifications=Specifications
- UI/SpeechLocale_Colon=Speech and Movie Language:
- UI/Speed_Colon=Speed:
- UI/Spell=Spell
- UI/Spend=Spend
- UI/Spent=Spent
- UI/StandardDialog_Cancel_Control=<h/>Cancel
- UI/StandardDialog_Cancel_Hotkey=C
- UI/StandardDialog_No_Control=<h/>No
- UI/StandardDialog_No_Hotkey=N
- UI/StandardDialog_Ok_Control=<h/>Ok
- UI/StandardDialog_Ok_Hotkey=O
- UI/StandardDialog_Yes_Control=<h/>Yes
- UI/StandardDialog_Yes_Hotkey=Y
- UI/StartGame_Control=<h/>Start Game
- UI/StartGame_Hotkey=S
- UI/Status=Status
- UI/StopMovie=Stop Movie
- UI/StrongAgainst_Colon=Strong Against:
- UI/Structures=Structures
- UI/Structures_Control=<h/>Structures
- UI/Structures_Hotkey=S
- UI/Subtitles_Colon=Display Subtitles
- UI/Super=Super
- UI/Table_Control=<h/>Table
- UI/Table_Hotkey=T
- UI/Talking=Talking
- UI/TargetMessage=Select Target
- UI/TeamColor00=White
- UI/TeamColor01=Red
- UI/TeamColor02=Blue
- UI/TeamColor03=Teal
- UI/TeamColor04=Purple
- UI/TeamColor05=Yellow
- UI/TeamColor06=Orange
- UI/TeamColor07=Green
- UI/TeamColor08=Pink
- UI/TeamColor09=Violet
- UI/TeamColor10=Light Grey
- UI/TeamColor11=Dark Green
- UI/TeamColor12=Brown
- UI/TeamColor13=Light Green
- UI/TeamColor14=Dark Grey
- UI/TeamColor15=Lavender
- UI/TeamColorTip=Color units using player colors.
- UI/TeamNameFormat=Team %teamNumber%
- UI/TeamResourceRequest=Ask for:
- UI/TechGlossary=Units
- UI/TechTree=Tech Tree
- UI/TechTreeNYI=Not Yet Implemented
- UI/Technology=Technology
- UI/TechnologyTitle_Colon=New Technology:
- UI/Terrain_Colon=Terrain:
- UI/TestMicrophone=Test Microphone
- UI/TestMicrophoneStop=Stop Microphone Test
- UI/Text/Defeat=Defeat!
- UI/Text/GameOver_Desync=Desync!
- UI/Text/GameOver_Dropped=You were dropped!
- UI/Text/GameOver_ReplayDesync=Replay Desync!
- UI/Text/GameOver_Timeout=Timeout!
- UI/Text/Tie=Tied!
- UI/Text/Undecided=Game Over!
- UI/Text/Victory=Victory!
- UI/TextLocale_Colon=Text Language:
- UI/TextureQuality_Colon=Texture Quality:
- UI/Textures=Textures
- UI/Threshold_Colon=Voice Activated Threshold:
- UI/Tile_Colon=Tileset:
- UI/Time_Colon=Time:
- UI/TipAlertToolTip=Left click to view tip.<n/>Right click to remove tip.
- UI/Tips=Tips
- UI/ToastFade_Colon=Toast Fade:
- UI/ToastFriendOnline=Friend signs online
- UI/ToastFriendUpdate=Friend updates broadcast
- UI/ToastNotifications=Show toast notifications when:
- UI/ToggleTerrainTip=Toggles the display of the minimap terrain.
- UI/Tooltip/AllianceButton=Left click to toggle the alliance menu.
- UI/Tooltip/CharacterSheetButton=Left click to toggle the character sheet.
- UI/Tooltip/TeamResourceButton=Left click to toggle the resource trading menu.
- UI/Total=Total
- UI/TotalResources=Resources
- UI/TotalUnits=Units Lost
- UI/Total_Score=Total Score
- UI/Trade=Trade
- UI/TradeEnabledIn_Colon=Resource trading enabled in:
- UI/Training=Training
- UI/Ultra=Ultra
- UI/Unblock=Unblock
- UI/UnitStatusAlways=Always
- UI/UnitStatusNormal=Normal
- UI/UnitStatusSelected=Selected
- UI/UnitStatus_Colon=Show Unit Status Bars:
- UI/Units_Control=<h/>Units
- UI/Units_Hotkey=U
- UI/Unknown=Unknown
- UI/UpgradesAt_Colon=Upgrades At:
- UI/Upgrading=Upgrading
- UI/Vehicle=Vehicle
- UI/Version=Version
- UI/Version_Colon=Version:
- UI/VictoryMissionDifficultyEasy=(Easy Difficulty)
- UI/VictoryMissionDifficultyHard=(Advanced Difficulty)
- UI/VictoryMissionDifficultyInsane=(Expert Difficulty)
- UI/VictoryMissionDifficultyNormal=(Normal Difficulty)
- UI/VictoryMissionDifficultyUnknown=(Unknown Difficulty)
- UI/VictoryMissionTime_Colon=Mission Time:
- UI/VictoryPanelContinue_Control=<h/>Continue
- UI/VictoryPanelContinue_Hotkey=C
- UI/VictoryPanelMissionNameHeading=MISSION
- UI/VictoryPanelMissionSummaryHeading=MISSION SUMMARY
- UI/VictoryPanelPlay_Again_Control=<h/>Play Again
- UI/VictoryPanelPlay_Again_Hotkey=P
- UI/VictoryPanelRewardHeading=CREDITS EARNED
- UI/VictoryPanelTimeHeading=ELAPSED TIME
- UI/Video=Video
- UI/VideoCapture=Video Capture
- UI/VideoOptionsInstructions=You can toggle in-game video recording by pressing CTRL-F11 while playing a game or watching a replay. Videos are stored in your user directory's Starcraft II Videos folder in Theora OGV format. Recording high quality video may considerably slow down your game experience.
- UI/VideoOptionsTooltips/AudioQuality=<c val="ffff00">Audio Quality:</c><n/>Increasing audio quality will provide greater audio fidelity at a cost of larger video files.
- UI/VideoOptionsTooltips/FrameRate=<c val="ffff00">Framerate:</c><n/>Framerate refers to the number of frames recorded per second. A higher framerate will result in smoother video playback at a cost of larger video files. Higher framerate is also slower to record.
- UI/VideoOptionsTooltips/RecordAudioCheckbox=<c val="ffff00">Enable Audio:</c><n/>Enables recording audio with your video.
- UI/VideoOptionsTooltips/RecordTriggers=<c val="ffff00">Record From Triggers:</c><n/>Enabling this option will allow you to record video from in-game triggers. Players can create maps with "MovieStartRecording" triggers to facilitate the creation of movies. Keep this option off if you do not want videos to automatically record on certain maps.
- UI/VideoOptionsTooltips/Resolution=<c val="ffff00">Resolution:</c><n/>Determines the size in pixels of the recorded video. Higher resolutions have much better image quality, but they are slower to record. For best results, use a resolution that matches your game's aspect ratio.
- UI/VideoOptionsTooltips/SlowGame=<c val="ffff00">Slow Game while Recording:</c><n/>Determines whether or not game time will slow down to adjust for the performance drop while recording video. This will result in better looking videos, but it cannot be used while participating in multiplayer games. Videos recorded with this option disabled will record the drop in framerate, but your audio will be unaffected.
- UI/VideoOptionsTooltips/VideoQuality=<c val="ffff00">Video Quality:</c><n/>Determines the amount of compression used when recording your video. Greater video quality will result in better image quality but much larger video files.
- UI/VideoQuality_Colon=Video Quality:
- UI/VideoResolution_Colon=Resolution:
- UI/Video_Control=<h/>Recording
- UI/Video_Hotkey=r
- UI/ViewHint=View Cheat
- UI/ViewReplay_Control=View Replay
- UI/ViewReplay_Hotkey=V
- UI/View_Colon=View:
- UI/Vision=Vision
- UI/Voice=Voice
- UI/VoiceActivated=Voice Activated
- UI/VoiceChatMicrophoneTestStart=Start Test
- UI/VoiceChatMicrophoneTestStop=Stop Test
- UI/VoiceChatMode_Colon=Voice Chat Mode:
- UI/VoiceChatOutputVolume_Colon=Voice Chat Output Volume:
- UI/VoiceChat_Colon=Voice Chat:
- UI/VoiceOptionsTooltips/ActivatedThreshold=<c val="ffff00">Voice Activated Threshold:</c><n/>Determines how loudly you must speak before voice chat is activated. Keep this higher if breathing and other incidental sounds are triggering voice chat.
- UI/VoiceOptionsTooltips/ChatVolume=<c val="ffff00">Voice Chat Output Volume:</c><n/>Determines how loudly voice chat plays back.
- UI/VoiceOptionsTooltips/FadeMusicVolume=<c val="ffff00">Fade Music Level:</c><n/>This determines the level that music should play while someone is speaking.
- UI/VoiceOptionsTooltips/FadeSoundVolume=<c val="ffff00">Fade Sound Level:</c><n/>This determines the level that game sounds should play while someone is speaking. Use this if you are having trouble hearing other people over gameplay or if your game sounds are recorded while speaking.
- UI/VoiceOptionsTooltips/InputDevice=<c val="ffff00">Input Device:</c><n/>Selects the microphone or headset used for voice chat.
- UI/VoiceOptionsTooltips/Microphone=<c val="ffff00">Microphone:</c><n/>Enables the ability to participate in voice chat during gameplay. You must have an input device such as a microphone, headset, or built-in microphone.
- UI/VoiceOptionsTooltips/MicrophoneBoost=<c val="ffff00">Microphone Boost:</c><n/>Increases the power of a traditional microphone. This may cause distortion with USB headsets or microphones. Not all input devices support boost.
- UI/VoiceOptionsTooltips/MicrophoneTest=<c val="ffff00">Microphone Test:</c><n/>Toggle the microphone test. While enabled, all voice spoken through the microphone will play back through the selected voice output device.
- UI/VoiceOptionsTooltips/MicrophoneVolume=<c val="ffff00">Microphone Volume:</c><n/>Determines how loudly audio is recorded. Increase this if others have a hard time hearing you.
- UI/VoiceOptionsTooltips/Mode=<c val="ffff00">Voice Chat Mode:</c><n/>Determines how your microphone is activated. Voice Activated will automatically activate chat when you speak. Push-to-Talk requires you to hold a button while speaking.
- UI/VoiceOptionsTooltips/OutputDevice=<c val="ffff00">Output Device:</c><n/>Selects the speakers or headphones used to play back voice chat. Voice chat does not need to play through the same device as the game.
- UI/VoiceOptionsTooltips/PTTHotkey=<c val="ffff00">Push-to-Talk Key:</c><n/>Determines the key used to activate voice chat. Press the button then the key you want to use to change this value.
- UI/VoiceOptionsTooltips/PTTSound=<c val="ffff00">Push-to-Talk Sound:</c><n/>When enabled, a small chime will play when you press your Push-to-Talk key.
- UI/VoiceOptionsTooltips/VoiceChat=<c val="ffff00">Voice Chat:</c><n/>Enables the ability to listen or participate in voice chat during gameplay.
- UI/VoiceOptionsTooltips/VoiceToast=<c val="ffff00">Voice Toasts:</c><n/>Enables the display of indicators which show who is currently speaking in voice chat.
- UI/VoiceToast=Voice Toasts
- UI/Voice_Control=<h/>Voice
- UI/Voice_Hotkey=V
- UI/Volume=Volume
- UI/WaitingForPlayers=Waiting for players...
- UI/Warping=Warping
- UI/WatchMovie=Watch Movie
- UI/WeakAgainst_Colon=Weak Against:
- UI/WeaponDamage_Colon=Weapon Damage:
- UI/WeaponRange_Colon=Weapon Range:
- UI/WeaponSpeed_Colon=Weapon Speed:
- UI/Weapon_Colon=Weapon:
- UI/WinKeyDisable=Disable Windows Key
- UI/Windowed=Windowed
- UI/WindowedFullscreen=Windowed (Fullscreen)
- UI/WingsOfLiberty=Wings Of Liberty
- UI/WingsOfLibertyDescription=Four years after the Brood War, the zerg have retreated to their main hive on Char and freedom fighter Jim Raynor haunts the edges of terran space, pursuing his crusade to overthrow the tyrannical Emperor Arcturus Mengsk.<n/><n/>Now aliens and men, armies and emperors, grudges and prophecies, will conspire to place a fateful choice in front of Raynor, with the future of Mankind hanging in the balance.
- UI/YearAgo=1 year ago
- UI/YearsAgo=%d years ago
- UI/Yes=Yes
- UI/e_costCategoryArmy=Army
- UI/e_costCategoryEconomy=Economy
- UI/e_costCategoryTechnology=Technology
- UI/e_speakerMode5Point1=5.1
- UI/e_speakerMode7Point1=7.1
- UI/e_speakerModeMono=Mono
- UI/e_speakerModeProLogic=Pro Logic
- UI/e_speakerModeQuad=Quad
- UI/e_speakerModeRaw=Raw
- UI/e_speakerModeStereo=Stereo
- UI/e_speakerModeSurround=Surround
- Unit/LifeArmorName/None=None
- Unit/Name/Ball=Happy Fun Ball
- Unit/Name/CUnit=Default Settings (Unit)
- Unit/Name/DESTRUCTIBLE=Default Settings (Destructible)
- Unit/Name/ITEM=Default Settings (Item)
- Unit/Name/MISSILE=Default Settings (Projectile)
- Unit/Name/MISSILE_HALFLIFE=Missile (Half Life)
- Unit/Name/MISSILE_INVULNERABLE=Invulnerable Missile
- Unit/Name/PLACEHOLDER=Default Settings (PLACEHOLDER)
- Unit/Name/SMCAMERA=Storymode Camera
- Unit/Name/SMCHARACTER=Default Setting (Story Mode Character)
- Unit/Name/SMSET=Default Settings (Story Mode Set)
- Unit/Name/STARMAP=Starmap
- Upgrade/Name/CUpgrade=Default Upgrade
- Upgrade/NotificationText/Research=Research complete: %s
- Upgrade/NotificationText/Upgrade=Upgrade complete: %s
- Water/Name/BraxisAlpha=Braxis Alpha
- Water/Name/CWater=CWater
- Water/Name/Char=Char
- Water/Name/Helios=Helios
- Water/Name/Korhal=Korhal
- Water/Name/Niflheim=Niflheim
- Water/Name/Shakuras=Shakuras
- Water/Name/Tarsonis=Tarsonis
- Water/Name/Xil=Xil
- e_cmdAddOnTooFarFromBuilding=Add on too far from building
- e_cmdAlreadySpawningLarva=Already spawning additional Larva
- e_cmdAlreadyTargeted=Can't be targeted by multiple units
- e_cmdBuildTechRequirementsNotMet=Build tech requirements not met
- e_cmdBuildingIsUnderConstruction=Building is under construction
- e_cmdCantAddMoreCharges=Can't add more charges
- e_cmdCantAttackWeaponsDisabled=Can't attack while weapons are disabled
- e_cmdCantAttackWithoutAmmo=Can't attack without ammo
- e_cmdCantBuildLocationBlocked=Unsuitable placement location
- e_cmdCantBuildLocationInvalid=Can't place, location invalid
- e_cmdCantBuildMissingPathingReqs=Can't place here, unsuitable or blocked terrain at this location
- e_cmdCantBuildOnThat=Can't place on that
- e_cmdCantBuildOnThat_Prot=Must place on a Vespene Geyser
- e_cmdCantBuildOnThat_Terr=Must place on a Vespene Geyser
- e_cmdCantBuildOnThat_Zerg=Must place on a Vespene Geyser
- e_cmdCantBuildTooCloseToCreepSource=Can't place on Creep
- e_cmdCantBuildTooCloseToDropOff=Can't place too close to resource drop-off building
- e_cmdCantBuildTooCloseToResources=Can't place too close to resources
- e_cmdCantBuildTooFarFromBuildPowerSource=Must place near a Pylon
- e_cmdCantBuildTooFarFromCreepSource=Must place on Creep
- e_cmdCantBuildTooFarFromWater=Can't place too far from water
- e_cmdCantDropThisItem=Can't drop this item.
- e_cmdCantFindDropOff=Can't find drop off building
- e_cmdCantFindEnoughTargets=Can't find enough targets
- e_cmdCantFindPlacementLocation=Can't find placement location
- e_cmdCantHarvestThatResource=Can't harvest that resource type
- e_cmdCantHoldAnyMoreAmmo=Can't hold any more ammo
- e_cmdCantHoldAnyMoreItems=Can't hold any more items
- e_cmdCantHoldThat=Can't hold that
- e_cmdCantLandLocationBlocked=Can't place, location blocked by units
- e_cmdCantLandLocationInvalid=Can't place, location invalid
- e_cmdCantLandMissingPathingReqs=Can't place, missing pathing requirements
- e_cmdCantLandTooCloseToCreepSource=Can't place on Creep
- e_cmdCantLandTooCloseToResources=Can't place too close to resources
- e_cmdCantLandTooFarFromBuildPowerSource=Must place near a Pylon
- e_cmdCantLandTooFarFromCreepSource=Must place on Creep
- e_cmdCantLandTooFarFromTrainPowerSource=Must place in a Warp Zone
- e_cmdCantLandTooFarFromWater=Can't place too far from water
- e_cmdCantLoadImmobileUnits=Can't load immobile units
- e_cmdCantLoadOtherPlayersUnits=Can't load other player's units
- e_cmdCantLoadThatUnit=Can't load that unit
- e_cmdCantLockdown=Can't lockdown this unit
- e_cmdCantMindControl=Can't mind control this unit
- e_cmdCantMoveThisItem=Can't move item.
- e_cmdCantPawnThisUnit=Can't pawn that
- e_cmdCantQueueThatOrder=Can't queue that order
- e_cmdCantRechargeImmobileUnits=Can't recharge immobile units
- e_cmdCantRechargeOtherPlayersUnits=Can't recharge other player's units
- e_cmdCantRechargeUnderConstructionUnits=Can't recharge units under construction
- e_cmdCantSeeBuildLocation=Can't see placement location
- e_cmdCantSeeLandLocation=Can't see land location
- e_cmdCantSpend=Can't spend other player's resources
- e_cmdCantTargetAirUnits=Can't target air units
- e_cmdCantTargetArmoredUnits=Can't target armored units
- e_cmdCantTargetBiologicalUnits=Can't target biological units
- e_cmdCantTargetBuriedUnits=Can't target burrowed units
- e_cmdCantTargetCaster=Can't target caster
- e_cmdCantTargetCloakedUnits=Can't target cloaked units
- e_cmdCantTargetDeadUnits=Can't target dead units
- e_cmdCantTargetDestructibles=Can't target destructibles
- e_cmdCantTargetDetectedUnits=Can't target detected units
- e_cmdCantTargetDoodads=Can't target doodads
- e_cmdCantTargetEnemyUnits=Can't target an enemy's units
- e_cmdCantTargetEnergyCapableUnits=Can't target energy capable units
- e_cmdCantTargetExhaustedResources=Can't target exhausted resources
- e_cmdCantTargetFlyers=Can't target flyers
- e_cmdCantTargetFriendlyUnits=Can't target an ally's units
- e_cmdCantTargetGroundUnits=Can't target ground units
- e_cmdCantTargetHallucinations=Can't target hallucinations
- e_cmdCantTargetHeroicUnits=Can't target heroic units
- e_cmdCantTargetHiddenUnits=Can't target hidden units
- e_cmdCantTargetIdentical=Can't target identical units
- e_cmdCantTargetInvulnerableUnits=Can't target invulnerable units
- e_cmdCantTargetItems=Can't target items
- e_cmdCantTargetLightUnits=Can't target light units
- e_cmdCantTargetMassiveUnits=Can't target massive units
- e_cmdCantTargetMechanicalUnits=Can't target mechanical units
- e_cmdCantTargetMissile=Can't target missiles
- e_cmdCantTargetNeutralUnits=Can't target neutral units
- e_cmdCantTargetPassiveUnits=Can't target passive units
- e_cmdCantTargetPreventDefeatUnits=Can't target units that prevent defeat
- e_cmdCantTargetPreventRevealUnits=Can't target units that prevent revealing
- e_cmdCantTargetPsionicUnits=Can't target psionic units
- e_cmdCantTargetRoboticUnits=Can't target robotic units
- e_cmdCantTargetShieldCapableUnits=Can't target shield capable units
- e_cmdCantTargetSimilarUnits=Can't target similar units.
- e_cmdCantTargetStructures=Can't target structures
- e_cmdCantTargetThatUnit=Can't target that unit
- e_cmdCantTargetUncommandableUnits=Can't target uncommandable units
- e_cmdCantTargetUnderConstructionUnits=Can't target units under construction
- e_cmdCantTargetUnitWithEnergy=Can't target units with energy
- e_cmdCantTargetUnitWithShields=Can't target units with shields
- e_cmdCantTargetUnitsInAStasisField=Can't target units in a Vortex
- e_cmdCantTargetUnitsWithLife=Can't target untis with life
- e_cmdCantTargetWorkerUnits=Can't target worker units
- e_cmdCantTargetWreckage=Can't target wreckage
- e_cmdCantTargetYourOwnUnits=Can't target your own units
- e_cmdCantTrainTooFarFromTrainPowerSource=Must train in a Warp Zone
- e_cmdCantUnloadUnitsThere=Can't unload units there
- e_cmdCantUseInfoPanel=Can't use the info panel
- e_cmdCantUseMinimap=Can't use the minimap
- e_cmdCantWarpInUnitsThere=Can't warp in units there
- e_cmdCooldown=Cooldown is active
- e_cmdCouldntAllocateUnit=Couldn't allocate unit
- e_cmdCouldntReachTarget=Couldn't reach target
- e_cmdEnergySuppressed=Energy usage is suppressed
- e_cmdError=Error
- e_cmdFoodUsageImpossible=Requested supply usage not possible
- e_cmdFoodUsageImpossible_Prot=Requested psi usage not possible
- e_cmdFoodUsageImpossible_Terr=Requested supply usage not possible
- e_cmdFoodUsageImpossible_Zerg=Requested underling usage not possible
- e_cmdIsNotFungalGrowthed=Target already afflicted with Fungal Growth
- e_cmdIsNotWarpBubble=Cannot target warp bubbles
- e_cmdLifeSuppressed=Life usage is suppressed
- e_cmdMULEUnitCheck=Must target visible ground or minerals
- e_cmdMineralField=Must target minerals
- e_cmdMustBuildRefineryFirst=Must build refinery first
- e_cmdMustBuildRefineryFirst_Prot=Must build assimilator first
- e_cmdMustBuildRefineryFirst_Zerg=Must build extractor first
- e_cmdMustLockdownUnitFirst=Must Lockdown unit before Hacking it
- e_cmdMustTargetAirUnits=Must target air units
- e_cmdMustTargetArmoredUnits=Must target armored units
- e_cmdMustTargetBiologicalStructures=Must target biological structures
- e_cmdMustTargetBiologicalUnits=Must target biological units
- e_cmdMustTargetBuriedUnits=Must target burrowed units
- e_cmdMustTargetCaster=Must target caster
- e_cmdMustTargetCloakedUnits=Must target cloaked units
- e_cmdMustTargetDeadUnits=Must target dead units
- e_cmdMustTargetDestructibles=Must target destructibles
- e_cmdMustTargetDetectedUnits=Must target detected units
- e_cmdMustTargetDoodads=Must target doodads
- e_cmdMustTargetEnemyUnits=Must target an enemy's units
- e_cmdMustTargetEnergyCapableUnits=Must target energy capable units
- e_cmdMustTargetFlyers=Must target flyers
- e_cmdMustTargetFriendlyUnits=Must target an ally's units
- e_cmdMustTargetGroundStructures=Must target ground structures
- e_cmdMustTargetGroundUnits=Must target ground units
- e_cmdMustTargetHallucinations=Must target hallucinations
- e_cmdMustTargetHatchery=Must target a Hatchery, Lair, or Hive
- e_cmdMustTargetHeroicUnits=Must target heroic units
- e_cmdMustTargetHiddenUnits=Must target hidden units
- e_cmdMustTargetIdentical=Must target identical units
- e_cmdMustTargetInvulnerableUnits=Must target invulnerable units
- e_cmdMustTargetItems=Must target items
- e_cmdMustTargetLightUnits=Must target light units
- e_cmdMustTargetMassiveUnits=Must target massive units
- e_cmdMustTargetMechanicalUnits=Must target mechanical units
- e_cmdMustTargetMissile=Must target missiles
- e_cmdMustTargetNeutralUnits=Must target neutral units
- e_cmdMustTargetPassiveUnits=Must target passive units
- e_cmdMustTargetPawnableUnit=Must target a pawnable unit or item
- e_cmdMustTargetPreventDefeatUnits=Must target units that prevent defeat
- e_cmdMustTargetPreventRevealUnits=Must target units that prevent revealing
- e_cmdMustTargetPsionicUnits=Must target psionic units
- e_cmdMustTargetResources=Must target resources
- e_cmdMustTargetRoboticUnits=Must target robotic units
- e_cmdMustTargetShieldCapableUnits=Must target shield capable units
- e_cmdMustTargetSimilarUnits=Must target similar units
- e_cmdMustTargetStructures=Must target structures
- e_cmdMustTargetSupplyDepots=Must target a friendly Supply Depot without Extra Supplies
- e_cmdMustTargetUncommandableUnits=Must target uncommandable units
- e_cmdMustTargetUnderConstructionUnits=Must target units under construction
- e_cmdMustTargetUnit=Must target unit
- e_cmdMustTargetUnitWithEnergy=Must target a unit with energy.
- e_cmdMustTargetUnitWithLife=Must target a unit with life.
- e_cmdMustTargetUnitWithShields=Must target a unit with shields.
- e_cmdMustTargetUnitsInAStasisField=Must target units in a stasis field
- e_cmdMustTargetVisibleLocation=Must target visible location
- e_cmdMustTargetVisibleUnit=Must target visible unit
- e_cmdMustTargetWalkableLocation=Must target walkable location
- e_cmdMustTargetWorkerUnits=Must target worker units
- e_cmdMustTargetWreckage=Must target wreckage
- e_cmdMustTargetYourOwnUnits=Must target your own units
- e_cmdNoCalldownAvailable=No calldown available
- e_cmdNoCargoToUnload=No cargo to unload
- e_cmdNoItemsToDrop=No items to drop
- e_cmdNoWarpBubbleMinerals=Warp Out Minerals already in progress
- e_cmdNotCorruptioned=Can't target corrupted units
- e_cmdNotEnoughCharges=Not enough charges
- e_cmdNotEnoughEnergy=Not enough energy
- e_cmdNotEnoughFood=Not enough food
- e_cmdNotEnoughFood_Prot=Not enough psi.<n/>Build more Pylons.
- e_cmdNotEnoughFood_Terr=Not enough supplies.<n/>Build more Supply Depots.
- e_cmdNotEnoughFood_Zerg=Too many underlings.<n/>Create more Overlords.
- e_cmdNotEnoughLife=Not enough life
- e_cmdNotEnoughMinerals=Not enough minerals
- e_cmdNotEnoughRage=Not enough rage
- e_cmdNotEnoughRoomToLoadUnit=Not enough room to load unit
- e_cmdNotEnoughScrap=Not enough scrap
- e_cmdNotEnoughShields=Not enough shields
- e_cmdNotEnoughVespene=Not enough vespene
- e_cmdNotEnoughWarpEnergy=Not enough warp energy
- e_cmdNotStunned=Must target a unit that isn't stunned
- e_cmdNotSupportedPlaceholder=No units can handle that command
- e_cmdNotUnstableMutation=Target already an Unstable Mutation
- e_cmdNotWhileOccupied=Can't do that while occupied
- e_cmdOKPlaceholder=OK
- e_cmdOrderQueueIsFull=Cannot queue additional orders
- e_cmdQueueIsFull=Queue is full
- e_cmdRequiresHealTarget=Must target a damaged unit
- e_cmdRequiresRepairTarget=Must target a damaged Terran mechanical unit.
- e_cmdShieldsSuppressed=Shield usage is suppressed
- e_cmdTargetHasNoInventory=Must target a unit with an inventory.
- e_cmdTargetIsOutOfArc=Can't turn toward target
- e_cmdTargetIsOutOfRange=Target is out of range
- e_cmdTargetIsTooClose=Target is too close
- e_cmdTechRequirementsNotMet=Tech requirements not met
- e_cmdTimeWarpTargetFilters=Must target production or research buildings
- e_cmdTooMuchEnergy=Target unit's energy is full
- e_cmdTooMuchFood=Too much food
- e_cmdTooMuchLife=Target unit is fully healed
- e_cmdTooMuchMinerals=Too much minerals
- e_cmdTooMuchRage=Too much rage
- e_cmdTooMuchScrap=Too much scrap
- e_cmdTooMuchShields=Target unit's shields are full
- e_cmdTooMuchVespene=Too much vespene
- e_cmdUnitCantMove=Unit can't move
- e_cmdUnspecifiedError=Unspecified error
- e_cmdWaypointListFull=Unit's waypoint list is full
- e_cmdYouCantControlThatUnit=You can't control that unit
- e_cmdYouCantIssueCommandsToThatUnit=You can't issue commands to that unit
- e_gameTimeEventDawn=<c val="ffff00">Day</c>
- e_gameTimeEventDusk=<c val="0080c0">Night</c>
- e_gameUIStringAIAllies=AI Allies
- e_gameUIStringAbilsColon=Abilities:
- e_gameUIStringAbilsDisabled=Abilities Disabled
- e_gameUIStringActive=Active
- e_gameUIStringAll=[All]
- e_gameUIStringAllies=[Allies]
- e_gameUIStringArmor=Armor
- e_gameUIStringArmorColon=Armor:
- e_gameUIStringArmored=Armored
- e_gameUIStringAtUnit=At Unit
- e_gameUIStringAttackSpeedColon=Attack Speed:
- e_gameUIStringAttackSpeedFast=Fast
- e_gameUIStringAttackSpeedNormal=Normal
- e_gameUIStringAttackSpeedSlow=Slow
- e_gameUIStringAttackSuppressed=Attack Suppressed
- e_gameUIStringAttacksColon=Attacks:
- e_gameUIStringAutocastActivate=Right click to activate auto-casting.
- e_gameUIStringAutocastDeactivate=Right click to deactivate auto-casting.
- e_gameUIStringAvailableColon=Available:
- e_gameUIStringAverage=Average
- e_gameUIStringBattleChatChannelReceivedFormat=[%s] to [%s]:<sp/>
- e_gameUIStringBattleChatPrivateReceivedFormat=[%s]:<sp/>
- e_gameUIStringBattleChatSentFormat=To [%s]:<sp/>
- e_gameUIStringBehaviorsColon=Behaviors:
- e_gameUIStringBiological=Biological
- e_gameUIStringBonusColon=Bonus:
- e_gameUIStringBonusVersus=%bonusValue% vs %attributeType%
- e_gameUIStringBuildTime=Time:
- e_gameUIStringBuilding=Building
- e_gameUIStringCanAttackAir=Can attack air units.
- e_gameUIStringCanAttackAny=Can attack ground and air units.
- e_gameUIStringCanAttackGround=Can attack ground units.
- e_gameUIStringCancelUnit=Cancel %s
- e_gameUIStringCloaked=Cloaked
- e_gameUIStringComputer=Computer
- e_gameUIStringControlGroup=Control Group %d <n/><n/><c val="#ColorGlueValue">Right-click</c> to assign current selection to this control group. <c val="#ColorGlueValue">Left-Click</c> to reselect assigned control group.
- e_gameUIStringConversationFormat=Conversation %d
- e_gameUIStringCooldownColon=Cooldown:
- e_gameUIStringCooldownRemainingColon=Cooldown Remaining:
- e_gameUIStringCountColon=Count:
- e_gameUIStringDamageColon=Damage:
- e_gameUIStringDamageDealtColon=%% %s Damage Dealt:
- e_gameUIStringDamageDealtMaximumColon=%s Damage Dealt Maximum:
- e_gameUIStringDamageDealtMinimumColon=%s Damage Dealt Minimum:
- e_gameUIStringDamageDealtScaledColon=%s Damage Dealt:
- e_gameUIStringDamageDealtUnscaledColon=%s Damage Dealt:
- e_gameUIStringDefensiveShieldColon=Defensive Shield:
- e_gameUIStringDetectionSuppressed=Detection Suppressed
- e_gameUIStringDetector=Detector
- e_gameUIStringDetectorColon=Detector:
- e_gameUIStringDurationColon=Duration:
- e_gameUIStringEnergy=Energy
- e_gameUIStringEnergyColon=Energy:
- e_gameUIStringEnergyRateColon=Energy Regen:
- e_gameUIStringExperienceColon=XP:
- e_gameUIStringFlyer=Flyer
- e_gameUIStringIdleWorkerColon=Idle Worker:
- e_gameUIStringInProgress=In Progress
- e_gameUIStringInstant=Instant
- e_gameUIStringInventoryPickup=Right click to pickup.
- e_gameUIStringInventoryUse=Left click to use.
- e_gameUIStringInvulnerable=Invulnerable
- e_gameUIStringKilled=Killed
- e_gameUIStringKills=Kills
- e_gameUIStringKillsColon=Kills:
- e_gameUIStringLarge=Large
- e_gameUIStringLevelColon=Level:
- e_gameUIStringLevelNumber= [Level %d]
- e_gameUIStringLife=Life
- e_gameUIStringLifeArmorColon=Life Armor:
- e_gameUIStringLifeColon=Life:
- e_gameUIStringLifeRateColon=Life Regen:
- e_gameUIStringLocalPlayer=Local Player
- e_gameUIStringMassive=Massive
- e_gameUIStringMechanical=Mechanical
- e_gameUIStringMelee=Melee
- e_gameUIStringMinimumRangeColon=Minimum Range:
- e_gameUIStringMoveSpeedColon=Move Speed:
- e_gameUIStringMoveSpeedFast=Fast
- e_gameUIStringMoveSpeedImmobile=Immobile
- e_gameUIStringMoveSpeedNormal=Normal
- e_gameUIStringMoveSpeedSlow=Slow
- e_gameUIStringNextLevelColon=Next Level:
- e_gameUIStringObservers=[Observers]
- e_gameUIStringParty=Party
- e_gameUIStringPeak=Peak
- e_gameUIStringPeriodColon=Period:
- e_gameUIStringPowerColon=Power:
- e_gameUIStringPrivate=[Private]
- e_gameUIStringPylon=Select All Warp Gates
- e_gameUIStringQueueCountColon=Queue Count:
- e_gameUIStringQueueSizeColon=Queue Size:
- e_gameUIStringQueued=Queued
- e_gameUIStringRadarColon=Radar:
- e_gameUIStringRadarSuppressed=Radar Suppressed
- e_gameUIStringRage=Rage
- e_gameUIStringRageColon=Rage:
- e_gameUIStringRageRateColon=Rage Regen:
- e_gameUIStringRangeColon=Range:
- e_gameUIStringRanged=Ranged
- e_gameUIStringReferees=[Referees]
- e_gameUIStringRemainingColon=Remaining:
- e_gameUIStringRequirementsColon=Requirements:
- e_gameUIStringRequirementsOr=or
- e_gameUIStringRevealed=Revealed
- e_gameUIStringShieldArmorColon=Shield Armor:
- e_gameUIStringShieldRateColon=Shield Regen:
- e_gameUIStringShields=Shields
- e_gameUIStringShieldsColon=Shields:
- e_gameUIStringSightColon=Sight:
- e_gameUIStringSightMaximumColon=Sight Maximum:
- e_gameUIStringSightMinimumColon=Sight Minimum:
- e_gameUIStringSightShared=Sight Shared
- e_gameUIStringSmall=Small
- e_gameUIStringSpectators=[Spectators]
- e_gameUIStringSpeedColon=Speed:
- e_gameUIStringSpell=Spell
- e_gameUIStringSplash=Splash
- e_gameUIStringStasis=In Stasis
- e_gameUIStringSupplyMadeColon=Supply Made:
- e_gameUIStringSupplyUsedColon=Supply Used:
- e_gameUIStringTargetAir=Air
- e_gameUIStringTargetAny=Air and Ground
- e_gameUIStringTargetGround=Ground
- e_gameUIStringTargetsColon=Targets:
- e_gameUIStringThisLevelColon=This Level:
- e_gameUIStringTotal=Total
- e_gameUIStringTypeColon=Type:
- e_gameUIStringUnitsProducedColon=Units produced:
- e_gameUIStringUnknownString=Unknown
- e_gameUIStringUnloadCargo=Unload %s
- e_gameUIStringUnpowered=<c val="ff0000">Unpowered</c>
- e_gameUIStringUpgradesAtColon=Upgrades at %s:
- e_gameUIStringUpgradesProducedColon=Upgrades produced:
- e_gameUIStringVisionSuppressed=Vision Suppressed
- e_gameUIStringVitalDamageGainColon=%% %s Damage Taken Transferred to %s:
- e_gameUIStringVitalDamageLeechColon=%% %s Damage Dealt Transferred to %s:
- e_gameUIStringWeaponSpeedColon=Weapon Speed:
- e_gameUIStringWeaponsDisabledColon=Weapons Disabled:
- e_gameUIStringWeaponsEnabledColon=Weapons Enabled:
- e_unitAttributeArmored=Armored
- e_unitAttributeBiological=Biological
- e_unitAttributeBonusAgainstArmored=Armored
- e_unitAttributeBonusAgainstBiological=Biological
- e_unitAttributeBonusAgainstHeroic=Heroic
- e_unitAttributeBonusAgainstHover=Hover
- e_unitAttributeBonusAgainstLight=Light
- e_unitAttributeBonusAgainstMassive=Massive
- e_unitAttributeBonusAgainstMechanical=Mechanical
- e_unitAttributeBonusAgainstPsionic=Psionic
- e_unitAttributeBonusAgainstRobotic=Robotic
- e_unitAttributeBonusAgainstStructure=Structure
- e_unitAttributeHeroic=Heroic
- e_unitAttributeHover=Hover
- e_unitAttributeLight=Light
- e_unitAttributeMassive=Massive
- e_unitAttributeMechanical=Mechanical
- e_unitAttributePsionic=Psionic
- e_unitAttributeRobotic=Robotic
- e_unitAttributeStructure=Structure
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